Dragon #181
Dragon #181
SPECIAL ATTRACTIONS
The Secrets of Gaming Sorcery
Vol. XVI, No. 12
May 1992 9 Make the most of your magecraft.
Publisher
James M. Ward
10 Sorcery & Strategy Thomas M. Kane
When it comes to warfare, dont get caught with your cloak of
protection down.
14
Editor Pages from the Mages Ed Greenwood
Roger E. Moore Why you dont want to be hit by a blackstaff spell, and more.
Associate editor
Dale A. Donovan
22 That's Certainly Un-Familiar! Len Carpenter
Turn your black cat familiar into more than a liability.
57
The Role of Computers Hartley, Kirk, and Patricia Lesser
Editorial assistant Trapped in your favorite computer game? The clues you need might
Wolfgang H. Baur well be here.
Art director
Larry W. Smith
72 Role-playing Reviews Rick Swan
Blood, axes, and plunder three views of Vikings.
Production staff
Gaye OKeefe Angelika Lokotz
82 The Role of Books John C. Bunnell
Doc Savage, Tom Swift, and Dracula make their literary returns.
U.S. advertising
OTHER FEATURES
30
Roseann Schnering Bazaar of the Bizarre Chris Hind
Two mystical new items from the Orient: dragon bones and a sword
U.K. correspondent of storms.
and U.K. advertising
Bronwen Livermore
41 The Voyage of the Princess Ark Bruce A. Heard
A point of honor leads to the wildest of chariot races.
95
The MARVEL®-Phile Steven E. Schend
News you can use from the MARVEL UNIVERSE.
DEPARTMENTS
5 Letters 64 TSR Previews 102 Dragonmirth
6 Editorial 78 Forum 104 Twilight Empire
35 Convention Calendar 99 Sage Advice 108 Gamers Guide
COVER
If you like hunting for odd little things in cover paintings, Robin Woods cover is a
gem. False teeth for a skull, a gumball machine, a phone book, and Robin Woods
name are all woven into the picture, as are Robins husband Michael, son Tony, and
cat Bridie. The pictures name: Never Set the Cat on Fire.
4 MAY 1992
DRAGON@ Magazine (ISSN 0279-6848) IS published monthly
by TSR, Inc., P.O. Box 756 (201 Sheridan Springs Road), Lake
Geneva WI 53147, United States of America. The postal
address for all materials from the United States of America and
Canada except subscription orders is DRAGON® Magazine,
P.O. Box 111, (201 Sheridan Springs Road), Lake Geneva WI
53147, U.S.A., telephone (414) 248-3625, fax (414) 248-0389
The postal address for all materials from Europe is DRAGON
Magazine, TSR Ltd., 120 Church End, Cherry Hinton, Cam-
bridge CB1 3LB, United Kingdom, telephone. (0223) 212517
(U.K.), 44-223-212517 (international), telex 818761, fax (0223)
248066 (U.K.), 44-223-248066 (international).
What did you think of this issue? Do you have spell. By reducing the frequency to 5%, roughly Distribution: DRAGON Magazine IS available from game
a question about an article or have an idea for a every twentieth spell rolled will be rare, which and hobby shops throughout the United States, Canada, the
United Kingdom, and through a limited number of other
new feature you’d like to see? In the United means you’ll have to sift through seven or more overseas outlets Distribution to the book trade in the United
States and Canada, write to: Letters, DRAGON® wizards to find just one with a rare third-level States IS by Random House, Inc., and in Canada by Random
Magazine, P.O. Box 111, Lake Geneva WI 53147, spell. In all the DARK SUN adventures written House of Canada. Ltd. Distribution to the book trade in the
United Kingdom IS by TSR Ltd. Send orders to: Random
U.S.A. In Europe, write to: Letters, DRAGON to date, there aren’t seven mid- to high-level House, Inc., Order Entry Department, Westminster MD 21157,
Magazine, TSR Ltd., 120 Church End, Cherry wizards to encounter. U.S.A.; telephone: (800) 733-3000 Newsstand distribution
Hinton, Cambridge CB1 3LB, United Kingdom. A great deal of thought went into this list and throughout the United Kingdom IS by Comag Magazine
Marketing, Tavistock Road, West Drayton, Middlesex UB7 7QE,
into the Random Spell Lists in the FORGOTTEN United Kingdom, telephone. 0895-444055
REALMS Adventures hardbound on which it Subscriptions: Subscription rates via second-class mail are
was based, and into the Monstrous Compendi- as follows: $30 in U.S. funds for 12 issues sent to an address in
DRAGON 5
the One Ring.
Further details on these characters
appear in Robert Fosters book. The entry
on Gandalf is especially enlightening, as it
provides enormous detail on exactly what
Gandalf was up to all those times in the
epic when he disappeared. You come away
impressed with the awesome power of
intelligent covert action, and with the
strange way in which a single adventure
can influence the future of an entire
world (the journey to Lonely Mountain,
for example, also spawned the finding of
the One Ring in Gollums cave by Bilbo
Baggins).
Very well, then, but what does all this
have to do with fantasy role-playing
games?
Most adventures in any fantasy cam-
Those who pull the strings paign take place in a chaotic and unim-
portant political environment. This king or
that mayor want the adventurers to kill
Like many other fantasy role-players, ginss home. this dragon or that orc tribe, and rarely
my enthusiasm for the hobby was primed Kochers chapter on Sauron, the major does any one quest have anything to do
by reading J. R. R. Tolkiens The Hobbit evil being in the epic, caught my attention. with the quest that follows it. Granted, not
and The Lord of the Rings. The breadth For the first time, I saw how the plots and all adventures need be so interwoven that
and life of this epic tale impressed me as plans of Sauron so greatly affected the a hero can get no relaxation from them
no other fantasy writing ever has. To this events in the tale, and how even the small- with a mindless or amusing side trek. But
day, I still recall the excitement I felt as I est actions of the smallest beings were a sense of greater purpose and depth-of
turned the pages and read of the adven- related to (and had an impact on) his destiny, if you will-is missing. The grand
tures of hobbits, dwarves, elves, and men. behind-the-scenes machinations. Indeed, conflict between two opposing forces
It wasnt for years after that, however, as a TSR co-worker has pointed out, The makes The Lord of the Rings what it is,
that I appreciated the greater depth of Lord of the Rings is named for Sauron, and a similar theme can be found in the
Tolkiens masterpiece. About 1977, I pur- who never personally appears in the epic, best of role-playing epics, such as TSRs
chased a paperback book by Paul H. Ko- but he is indeed the center around which DRAGONLANCE® saga and some of the
cher, entitled Master of Middle-earth: The the tales events revolve. world-spanning CALL OF CTHULHU*
Fiction of J. R. R. Tolkien. Later, I found A Opposing or assisting Sauron are others adventures from Chaosium, Inc. Examine
Guide to Middle-earth, by Robert Foster, who work undercover. There are the each game saga and you will find prime
which gave encyclopedic entries on all the wizards, the greatest among them being movers at the back of them all, people and
characters and places in the saga. These Gandalf and Saruman, each of whom has creatures whose schemes guide the fate of
two books, as the saying goes, opened my carefully built up networks of allies and the known world. The AD&D® campaign
eyes, and rereading them also changed my agents across Middle-earth to further their adventures GDQ1-7 Queen of the Spiders
perception of how to structure role- ends toward good and evil, respectively. and A1-4 Scourge of the Slavelords echo
playing campaigns. There is Aragorn, who has risked much of this concept, with Lolth and the Inner
In his careful analysis of the world of his adult life in tireless secret battles Council, respectively, guiding events until
Bilbo and Frodo Baggins, Kocher reveals against Saurons minions when he is not the heroes enter the picture.
the background events that gave birth to spying upon the same. And there is Applying this to a role-playing game is
the more immediate adventures of the Elrond, who calls together the Council that not as difficult as you might think. A game
Fellowship of the Ring. The ancient war determines the fate of all the free peoples master can have an extremely enjoyable
between the elves and the evil Morgoth of Middle-earth. Their roles are not at evening or two making up such prime
over the Silmarilli, the forging of the once obvious to the hobbits who find movers and how their conflicting goals
Three Rings of Power and the taking of themselves mired in a most dangerous drive the game campaign forward from
the One Ring by Sauron, the plotting of adventure, though the nature of the quest one thrilling adventure to the next. Many
the Valar and the wizards, the treachery itself is set by the deeds of the mighty. The sorts of adventures can be tied into this
of Saruman, the growing power of human- outcome of the adventure, however, de- plot line, and the players will slowly come
ity, and the passing of the nonhuman races pends entirely upon the hobbits ability to to see the forces that bind their heroes
into exile or extinction all influenced the resist evil and take the necessary actions world togetheror threaten to tear it
adventure that sweeps into Frodo Bag- to bring about Saurons fall by destroying apart.
6 MAY 1992
As an example of a campaign-level, cently discovered references to spelljam- who can properly study them (but wont
adventure-driving string-puller, lets create ming magic, and he has realized that the discuss their significance with just any
a very unlikely hero for an AD&D game: local hobgoblins might very well be sup- adventurers who ask). In time, the PCs will
Ozwaldo D. Eminaddi. His game statistics ported by spacegoing orcsin reality the be hired by a powerful wizard to defend
arent really very important, but for the scro, who are involved in the second Un- Ozwaldo if his secret is finally revealed.
sake of completeness, here they are: AL human War against the elven Imperial They might even meet Ozwaldo by acci-
LG; AC 10; MV 6; middle-aged zero-level Fleet, as detailed in the modules SJS1 dent and never know him for who he
halfling; hp 2; THAC0 20; #AT 1; Dmg nil Goblins Return and SJQ1 Heart of the really is!
(unarmed); I 19, W 19, other statistics Enemy. He further (correctly) suspects In any event, the PCs will not learn of
unremarkable; ML 17; no spells or psi- that the space orcs are using his world as Ozwaldos effect on their lives and deeds
onics. Obviously, except for his mental a spelljamming base, and that if the local for many adventures to come. Slowly,
characteristics, Oz isnt impressive at all. I hobgoblins gain even one spelljammer, however, they can assemble bits and piec-
picture him as looking very much like the they could cause enormous trouble. es of information to realize that someone
Hildebrandt brothers painting of the Acting on his deductions, Ozwaldo has is behind this seemingly unrelated series
elderly Bilbo Baggins, which appears on been subtly urging that more action be of adventuring raids, someone who is
the cover of the paperback edition of taken against the hobgoblins. His carefully manipulating events toward some larger
Kochers Master of Middle-earth (it was worded letters to local political leaders goal that the heroes cannot now know. In
originally from the 1976 J. R. R. Tolkien make off-handed references to rumors of time, the PCs might even meet Ozwaldo
calendar from Ballantine Books). Ozwaldo, monsters and treasures that he believes himself at a council that he calls, to be
as he will be developed here, is going to be are in the mountains (if he feels simple launched into a brief SPELLJAMMER
the most important prime mover in our greed will do the trick). He is almost al- campaign, battling hordes of scro aboard
hypothetical game campaign, if not one of ways rewarded with news later that hero- their giant derelict waystation elsewhere
the most important in his whole world. ic adventurers acting under the orders of in their crystal sphere.
An unarmed zero-level halfling? You bet. Lord So-and-so have won a mighty victory Surely there are others who, like
Oz, as he is known to his few close ac- against the hobgoblins of such-and-such a Ozwaldo, work best out of sight. Aside
quaintances, lives by himself in a small place. Desiring no reward of any kind from his spies and sorcerous allies, we
burrow-cottage in a peaceful halfling from his deeds, Ozwaldo has continued to cant forget about the leader of the scro, a
village near a mountain range. An only pass along information to those he believes powerful war priest who has terrible
child who lived with his mother until she will accomplish the higher purpose of plans for this world but who is finding
died recently, Ozwaldo is a bookish intro- saving his world from an invasion from many of his schemes being thwarted by an
vert who is polite but cool and reserved. wildspacewhich no one, not even most unknown agency that he is determined to
Other halflings see him as a grumpy old adventurers, would truly believe was destroy.
cuss with mysterious ways. They know he happening. Prestoa campaign is born, one that can
collects books and maps, writes lots of Ozwaldo has only a small staff of help support many sorts of adventures and can
letters to foreign places, tends a small and ers, and he works mostly through inter- ultimately lead to a save-the-world sce-
beautiful flower garden behind his home, mediaries. Several wizards, sages, and nario that will please the most jaded
and sometimes has odd beings drop by at others who have benefitted from his ad- world-saving hero. It might not be The
night odd in this case referring to vice have become close friends of his, and Lord of the Rings, but it will do very well.
humans, dwarves, elves, and other non- they are becoming very concerned about Who are the prime movers for good and
halflings. Oz is left much to himself, and this brilliant halflings fate. They fear that evil in your campaign? A little work now
he seems to prefer it that way. one day someone with an evil streak will will produce a wonderful bounty of adven-
What the other halflings and nearly all discover his secret, and that person wont ture later, and your world will be all the
the rest of the world fail to see is astound- be well disposed toward Ozwaldo at all. more real and enjoyable for it.
ing. A brilliant thinker with a fiery curiosi- They have decided to protect their guiding (My thanks go out to John Rateliff, a
ty and a tigerlike tenacity, Ozwaldo has, ally by having their own spies monitor his devout Tolkienist and TSR co-worker, for
over the course of many years, built up a village and the roads leading into it, watch- his insights and assistance. He also points
sizeable library of information on his ing for any threat. Ozwaldo has discov- out that those wishing to see what strate-
world. Early in his life, he listened to the ered this, of course, and though he gic considerations Gandalf was making
reports of passing adventurers and de- considers it silly he tolerates it, as he when the wizard started the events lead-
duced that hobgoblin activity in the local knows the extra guards will also protect ing to the adventure at Lonely Mountain
mountains was on the rise, with some kind his fellow villagers. (i.e., The Hobbit) should read The Quest
of definite purpose behind it. Letters How do the player characters get in- of Erebor, from Unfinished Tales, by J. R.
quietly written to various sages, wizards, volved? Perhaps some of their earlier R. Tolkien. This is wizardly plotting at its
and lords in the vicinity won him a few adventurers were sparked when a letter best-and not a thread of it visible at first
allies who were willing to listen to his from Ozwaldo or an ally of his informed a to the hobbit caught in the web!)
theories and explore the lairs of the hob- local magistrate of a nearby threat, and
goblin forces. Ozwaldos beliefs were the magistrate hired the PCs to deal with
proven correct, but his involvement in it. Perhaps a rumor that Ozwaldo deliber-
sparking the numerous raids into the ately started was the one that got the PCs
mountains by adventuring groups has interested in a certain old ruined castle
never been revealed, largely at his own where hobgoblins have been seen. Per-
request (although arrogant fame-seekers haps the PCs were hired to guard a cara-
are happy to forget mention of his name van carrying yet more books and reports * indicates a product produced by a company other
than TSR, Inc. Most product names are trademarks
in their public speeches). to Ozwaldos village (these are picked up owned by the companies publishing those products.
Ozwaldo is motivated to ensure the by the local postmaster and delivered The use of the name of any product without mention
safety of his people, but he has lately later), or the PCs find information that of its trademark status should not be construed as a
become concerned with the fate of all eventually makes its way to Ozwaldo challenge to such status.
civilization on his world. In studying the himself, which will in turn spark another
reports and letters he has received from set of adventures. They might be hired to
his friends afar, he has deduced that aid is bring back physical evidence or a captive
sometimes being given to evil forces from to support some of Ozwaldos theories, the
a source not of his world. In fact, he re- evidence to be turned over to a wizard
DRAGON 7
Crimson fire lit the battlefield then we
warriors charged, pell-mell, straight into
the scorched flank of the enemy I laid
about me right and left, felling the scorched
ogre-kin. After our first flush of success,
the fighting grew desperate indeed, for our
enemies had the advantage in both size and
numbers. But no ogre could touch the sor-
ceress, Morgana. Time and time again, her
incantations rang over the din of the battle.
Each cry brought down another volley of
death upon the foesand that was what
sustained us: the power of her magic and
the regular, reassuring staccato of her
voice.
DRAGON 13
Another visit from you-know-who
with four more you-know-what
by Ed Greenwood
Artwork by Dan Burr
When the moon is high and the weather turned on the tape recorder. His eyebrows the FORGOTTEN REALMS® setting, who
clear, its a pleasure to take a quiet stroll rose. Ahead of me, are ye? Ah, well, yes made his name long ago by his daring
around the grounds of what I call the tis more magic Ive come to tell ye about. explorations of the wilder lands of the
estate before retiring to bed. One spring I confess Id guessed that, I told him Sword Coast North. With a party of adven-
night recently I was enjoying such a walk gravely, settling myself amid stacks of turing companions, Galadaster fought
when I noticed something odd in the gar- scrawled, as yet unused notes from the many orcs, elves, and horrific monsters,
den. Clearly outlined by the moonlight was great archmages earlier visits and won- always returning to his isolated tower
a figure standing in the asparagus bed. I dering if Id ever in my life have the time with gold and magical riches. Often, his
peered, then approached. Sure enough, it to use even half of them. He soon began to companions did not return with him.
was Elminster. give me details of another four books of A hundred years or more the mage
Well met, I bowed to him gravely. He magic, which follow. passed in this way, never seeming to age
chuckled. much. Rivals and would-be apprentices
Thou art learning, he told me dryly. alike he dealt with coldly and efficiently.
Never show surprise if ye can help it. Galadasters Orizon Galadasters hawklike face was seldom
He stepped carefully out onto the garden Appearance: Two circular, bucklerlike seen in the lands around his abode, and
path and led the way toward the house. cover plates of polished electrum, four ever-more-powerful enchanted guardians
Been busy? he asked as we went in, handwidths across and having rolled edg- ensured his privacy. When he encoun-
waving his staff at one of the cats in greet- es, make this tome resemble a gigantic tered other mages, he took what he want-
ing (she recoiled in recognition and po- coin from a distance. The cover-plates are ed of their magic and mercilessly,
litely fled). joined by a spiral wire hinge. Between tirelessly, destroyed them, letting none
As always, I replied, ushering him up them, wired to the hinge, are six pages: escape. Then off he would go on another
the stairs to the study. circular frames of stretched vellum, each adventure.
Good, he replied, gravitating to his bearing the runes of and directions for Neighboring wizards grew ever more
favorite armchair and lighting his pipe one spell. The frames are varnished and fearful, and at length began to work
with a snap of his fingers. Tis good to smooth-carved whistlecane that resembles against Galadaster, poisoning the game,
hear that someone else has too little time bamboo. flora, and the very air around the mages
in his grasp. History and description: Galadaster tower. Only in his absence the wizards
Wordlessly, I passed him a decanter and was a famous mage of what is now Amn in worked, patiently and stealthily. Years
14 MAY 1992
passedas did several of the wizards, at Slumberward (Abjuration) touched victim saves vs. spells. If the sav-
Galadasters handsand there came a time Level: 2 Comp.: V,S ing throw is successful, the hit-point loss is
when the lone tower fell silent and Gala- Range: Touch CT: 2 lessened to 1d6 + 1, and the caster gains
daster came forth no more. Duration: 2 rds./lvl. Save: None no hit points. If the save fails, the caster
Emboldened, the wizards gathered and Area of Effect: 1 creature gains the 3d4 hp drained from the victim
talked each other into courage enough to This spell protects one creature against as healing energy, and the victim is
investigate the tower. They braved fiend- drowsiness and similar conditions caused wracked by intense pain for 1-3 rounds.
ish traps and vicious guardian monsters to by magic. Unconsciousness, stunning The victim will suffer a penalty of +2 on
findGaladaster waiting for them, a hid- (however caused), and all forms of sleep his armor class and attack rolls during this
eously discolored and bloated lich. Gala- cannot occur or have any effect upon the time, and he is unable to cast spells or
daster coldly set about ensuring that none protected being, who also gains a +1 perform other activities requiring concen-
of the wizards would leave the tower bonus on saving throws against charm, tration. Morgannavers sting does not
alive. As he slew them, the remaining suggestion, command, hold and similar confer extra hit points upon the caster; if
wizards grew so desperate that they called will-force magicks and spell-like natural the caster is at full hit points or becomes
upon all their allies, servants, and powers. powers. The caster may use this spell on fully healed, excess hit points drained by
The tower of Galadaster toppled amid himself or others. the spell are simply lost and cannot be
many explosions, but the wizards perished applied to damage suffered on the follow-
anyway. Galadaster survived, walking Geirdorns grappling grasp ing round. Lost hit points can be regained
away west to the Nelanther (Pirate Isles), (Evocation) by normal rest or mundane or magical
where he is said to dwell still, ageless and Level: 4 Comp.: V,S,M curative means.
terrible in his power. Range: 10/lvl. CT: 4
The Orizon, a trifle in Galadasters eyes, Duration: 2 rds./lvl. Save: None The Arcanabula of Jume
is all that survived the ruin of his tower. A Area of Effect: Special Appearance: This is a rectangular
workbook in which the young Galadaster This magic brings into being a hand- tome, three handwidths across by five in
copied spells in his travels, it contains only shaped force, invisible to all but the caster, height, of translucent sheets of polished
six spells, as follows: spider climb, fire- that can be used to grapple objects and rock crystal. The sheets are clasped sepa-
staff, slumberward, web, Geirdorn's grap- even certain spell effects. Only the caster rately to two heavy brass rings and are cut
pling grasp, and Morgannavers sting. The can direct the hand, which is twice the with characters of Ruathlek (the secret
spells of spider climb and web are well- size of the casters own left hand. Direct- language of illusionists). Some of the
known, but the other four spells are rare ing Geirdorns grappling grasp precludes runes are inlaid with colored pastes in
indeed. Where Galadaster gained them is spell-casting; if such is undertaken, the ruby red, emerald green, and silver.
unknown; they may survive in the spell magical hand merely hangs motionless History and description: An arcana-
books of other mages of the North. until concentrated upon again or until the bula in the FORGOTTEN REALMS setting
The Orizon was stolen from a mage in spell expires (control can be assumed and is an illusionists workbook or traveling
Crimmor some 90 winters ago. Its present neglected several times, if desired). This spell book, as opposed to the more com-
whereabouts are unknown. Details of the hand can move through the air as rapidly plete spell tomes kept in secret by almost
rare spells in the Orizon are given here, as the caster normally moves. The hand all spell-casters. Most arcanabulas are
from the Bibliamagus of Thelonn Bedelzar can grip but not strike: it cannot even nondescript, although illusionists in the
of Crimmor, an apprentice permitted to touch living matter, but it can grasp para- Realms have shown a talent for making
view the work when it was held by the pets, locks, keys, levers, weapons, etc. their books look like something else-such
archmage Elthong of Crimmor. with the same strength as the caster. Small as a musical instrument, a gaming board, a
objects can be carried about. The hand belt of linked metal plates, and so on.
cannot manipulate things with any deli- The Arcanabula in question is uncom-
Firestaff (Evocation) cacy, but it can slow or prevent their monly ornate and formal (as well as un-
Level: 2 Comp.: V,S,M movement for one round. Weapons cannot usually beautiful). Assembled by the
Range: 0 CT: 2 be wielded by the spell force, but the hand female mage June, who lived in Baldurs
Duration: 1 rd./lvl. Save: None can act against any nonliving enemys Gate several hundred winters ago, the
Area of Effect: Special weapon so as to cause a -2 to-hit penalty. Arcanabula has unusual protective ma-
By means of this spell, a spell-caster can The primary use of this spell is to com- gicks upon it. It acts as a ring of spell
cause balls of blue flame to come into bat the various Bigbys hand spells. This turning with respect to magic of any sort
being at both ends of a nonmagical staff, spell can lessen the damage dealt by the cast either upon it or so as to include it in
pole, log, club, or tree limb. The object Bigbys hand spells by 1d4 + 1 hp. If a the area of effect. It cannot be shattered.
must be of wood and have two discernible Bigbys hand spell causes no damage, Geir- From time to time (a 6% noncumulative
ends; it is not consumed or altered by the dorns grappling grasp will keep the form- chance checked once every 60 days), the
spell or the spells flames. The wizard er from taking effect for one round. The book teleports to a random locale in the
cannot choose to cause only one end of material component of this spell is a glove Realms, regardless of magical barriers,
the staff to be alight, and he cannot extin- or a human finger bone. prisons, safeguards, and the like. All we
guish the flames at will; the spell must be know of Jume today is that she was fat,
allowed to expire or a dispel magic must Morgannavers sting (Necromancy) good-humored, and quite clever in her
be used. Level: 5 Comp.: V,S devising of unique illusionist spells. She
The burning staff does 1d6 hp damage, Range: Touch CT: 5 was not a specialist in illusions, and the
plus 2d4 hp flame damage, per blow (the Duration: Perm. Save: Special term arcanabula is thus not precisely
staff is considered a magical weapon for Area of Effect: Special correct when applied to this tome. None-
determining what creatures it can hit, but This spell enables the caster to drain 3d4 theless, it has come down to present-day
it has no to-hit bonuses). The staff can hp from any single creature. The creature Realms lore by that name.
wielded by creatures other than the caster must be touched within three rounds of The Arcanabula contains four of Jumes
and can ignite flammable materials as well the spell being cast (a successful attack roll own magicks as well as more widely
as being used as a weapon. The material is required), or the spell is lost. If the known spells. Its 22 pages have the follow-
components of this spell are a piece of caster begins casting another spell before ing contents: a front cover bearing Jumes
phosphorous or a flame of any sort, the touching another being, the spell will also rune; a back cover that radiates a very
wooden object to be used, and a pinch of be lost. The first touched being is affected, faint silvery glow (which presumably
iron filings. regardless of the casters intentions. The bears most of the protective spells on the
16 MAY 1992
tome), and 20 pages between that are trying to push past it, moving to block spoil a missile attack).
either blank or bear one spell each. The different opponents as desired. Only one If attacked, the eye is AC 3 and has 9 hp.
contents of the pages are as follows: audi- opponent per round can be so affected, The material components of this spell are
ble glamer, change self, gaze reflection, but if the shadow hand is operating in a an eyeball (dried or preserved) from any
dark mirror (a unique spell), hypnotic narrow tunnel or passage, slowing the sort of creature, and a polished, rainbow-
pattern, magic mouth, misdirection, dispel foremost of a group of creatures will hued slice of abalone, oyster, or tortoise
magic, non-detection, phantom steed, impede those behind it. A shadow hand shell.
spectral force, shadow monsters, shadow strikes opponents only when so directed
hand (a unique spell), shadow magic, pris- by its caster (i.e., the caster can physically Shadow gauntlet (Evocation, Illusion/
matic eye (a unique spell), shadow gauntlet fight in the same round but cannot cast a Phantasm)
(a unique spell), true seeing, and three spell). An attack roll is required, the Level: 6 Comp.: V,S
blank pages. shadow hand having the same THAC0 as Range: 10/lvl. CT: 1 round
the caster. Its strike does 1 hp damage to Duration: 1 rd./lvl. Save: Special
Dark mirror (Abjuration, Alteration) targets who fail a save vs. spells, and no Area of Effect: Special
Level: 2 Comp.: V,S,M damage to those whose saving throw is A shadow gauntlet is a more powerful
Range: 10/lvl. CT: 2 successful. A shadow hand can attack version of a shadow hand (q.v.) that can
Duration: 1 rd./lvl. Save: Special once for every three levels of the caster in wield weapons, snatch at items, or act as a
Area of Effect: Globe with radius of 10/lvl. any one round, but it has no appreciable shield for the caster or other creatures.
This spell enables the caster to instantly force (i.e., an opponent cannot be pushed Like shadow hand, the shadow gauntlet
negate magical darkness (including contin- off-balance, nor can breakables be shat- appears in midair, moving as the caster
ual darkness) or reflect it back upon its tered). Its attack, damage, and ability to wills, and may range in size from human
caster. It can alternatively be used to allow slow those trying to pass it are all due to to giant (12 long), varying in luminosity
the caster to see perfectly within or its effect on the nervous systems of its from dark to the equivalent of faerie fire.
through normal or magical darkness. opponents; thus, it has no effect against These specifics, as well as handedness
Which effect the spell will have must be the undead, golems (except the flesh go- (right or left) and the location of the initial
chosen during casting and cannot be al- lem), mechanical or enchanted monsters, appearance of a shadow gauntlet are
tered later. No saving throws apply to this creatures from the Outer Planes, or living determined during casting and cannot be
spell, except when darkness is to be re- beings having no nervous systems (oozes, changed thereafter. A shadow gauntlet
flected back specifically upon a source slimes, nonsentient plants, etc.). appears as a gleaming, silvery metal gaunt-
creature or item. In this case, a successful let. The caster need not concentrate upon
save causes the darkness to pass out of Prismatic eye (Alteration, Evocation) this spell to maintain its existence, but he
existence; failure means that it is success- Level: 6 Comp.: V,S,M cannot cast a spell in any round in which
fully reflected back upon its source. Note Range: 10/lvl. CT. 1 round the gauntlet is shifted to a new target or
that if the caster of dark mirror chooses to Duration: 1 rd./lvl. Save: None makes a direct attack.
reflect darkness back at its original source Area of Effect: Special In a given round, a shadow gauntlet can
area, but not upon a specific thing or This magic creates a visible orb resem- hamper one creature, slowing it to half its
being, no save is allowed even if the thing bling a human eye (or wizard eye) that movement rate and temporarily decreas-
or being is within the area at the time (a floats above one shoulder of the caster. ing its armor class by one point, as well as
mobile being can then leave the dark area The caster can turn the eye and cause it to causing any attacks the victim makes to be
behind). Once cast, dark mirror remains in move (at a maximum rate of 16) up to the at a -2 penalty to hit and ruining all of
effect and can either prevent the forma- limits of the spell range, and he can see the victims spell-casting, except verbal-
tion of or reflect back multiple darkness through it as well as employing his own only spells (magical items can still be acti-
effects (even several in the same round) normal vision. The eye has 20 infravision, vated). The gauntlet can instead wield a
until the spell expires. The material com- and normal vision up to 60 in good light. weapon, striking once per round using the
ponents of this spell are a small mirror In the round in which it appears (the casters THAC0. Magical weapons can be
and a candle, which need not be lit. round after casting) and once every four employed by a shadow gauntlet, but it
rounds thereafter, a prismatic eye can cannot activate magical items. It can strike
Shadow hand (Illusion/Phantasm) emit a beam of clashing colors equal in weaponless once for every three experi-
Level: 5 Comp.: V,S effect to a color spray. The beam is ence levels of its caster in a round (normal
Range: 10/lvl. CT: 5 straight, not fan-shaped, and an attack roll attack rolls apply). All weaponless attacks
Duration: 1 rd./lvl. Save: Special using the casters base THAC0 is required in a given round must be directed at a
Area of Effect: Special to strike a target. The beam can affect single target, who is allowed a saving
A shadow hand is a human hand-shaped only one creature. If it misses or the caster throw against each. If failed, the target
coalescence of force that appears in mid- does not cause the eye to emit a ray, the sustains 2 hp damage; if successful, no
air. It is shadowy or smoky in appearance, power is lost for another four rounds. damage is suffered.
and translucent, but its size, initial loca- Instead of a color spray, a prismatic eye A gauntlet can also snatch at items held
tion, handedness (left or right), and lumi- can be willed by the caster to emit light as by others. It lacks the strength or solidity
nosity (ranging from nothing to a faerie per the wizard spell, centered on itself. to dislodge anything from any grasp, but it
fire equivalent) are all chosen during The intensity is controlled by the caster can foil telekinesis and hamper enemy
casting and may not be altered later. A but cannot be so bright as to blind; it lasts weapons as described above. It can carry
shadow hand moves as the caster wills, for only two rounds. The color spray objects weighing up to 1 lb. (e.g., a key,
but continual concentration is not re- beam of a prismatic eye will strike uncon- ring, or a gem) for up to two rounds. Free
quired to maintain it, and the caster can scious (for 2d4 rounds) creatures of up to or laden, a gauntlet has a movement of up
perform other spell-casting. It can serve to six hit dice or levels. It blinds creatures to 24. A shadow gauntlet can also be inter-
point the way or indicate items of interest with 7-8 levels or hit dice for 1d4 rounds, posed between a specific creature (the
(such as concealed doors), warn away and stuns more powerful targets (as per caster or a being the caster can see) and
intruders, or engage in combat. A shadow power word, stun) for one round. All foes attacking him. (Note that someone
hand cannot be dispelled by physical at- creatures with at least six levels or hit dice striking from a side not currently protect-
tacks, nor can it carry weight or affect are entitled to a saving throw vs. spells; if ed by the gauntlet has his attacks deter-
spell-casting. successful, the result is always a +1 on mined normally.) The shadow gauntlet
This spell can slow to half speed any the victim initiative due to stunning adds +1 to all saving throws or ability
opponents of less than 1,000 lbs. weight (enough to ruin spell-casting, or delay or checks against attacks hitting the one so
DRAGON 17
protected, and it absorbs 1-2 hp damage Forcewave (Abjuration, Evocation) Creatures and objects can pass freely
from all attacks, physical or magical, that Level: 2 Comp.: V,S,M through the cylinder of water without
do manage to strike the protected being. Range: 10/lvl. CT: 2 spilling water or disturbing the stability of
The gauntlet can absorb as many hit Duration: 1 rd. Save: Special the column, but creatures not able to
points in this manner as its caster has Area of Effect: 1 creature breathe in water are not empowered to do
before being destroyed. A gauntlet has AC This spell enables a wizard to hamper so by this spell. This spell is often used to
2 (AC 4 if acting as a shield). the activities of a single creature for one introduce marine creatures into an other-
A shadow gauntlet can perform only one round. A wave of translucent, silent, color- wise dry environment for purposes of
of the functions described here during a less force, visually resembling an ocean imprisonment, conferences, or transporta-
round. If its caster does not concentrate wave breaking on a beach, comes into tion. The cylinders are usually vertical and
on it, it will continue to perform the last being in front of the caster and sweeps may connect with other bodies of water,
function it was directed to do, moving toward a target creature. The caster must such as sewers beneath buildings or the
about as necessary. This does not apply to point to, name, or concentrate upon the sea beneath a ship. At the spells expira-
attacks, however; inattention will cause a intended target during the casting. The tion, the water simply vanishes; marine
previously attacking shadow gauntlet to wave rushes toward the target with a creatures can thus be stranded. Varying
hang motionless in midair until control is movement rate of 30. It has no effect on water pressures are equalized by the
reapplied. If a caster falls unconscious, his nonliving objects or any creature but the magic so as to harm neither creatures in
spell ceases its actions; if the caster dies, intended target. the column nor structures entered by the
the gauntlet silently vanishes. If a caster If the target creature is within range, column (a column connected to the sea
goes insane, the gauntlet wildly attacks the forcewave strikes it-no saving throw from a cellar will not then cause the sea to
random living beings within range, at to avoid. The target is allowed a save vs. flood the cellar). The material components
double speed (six attacks per round, three spells to determine the forcewaves effects, of this spell are a hair from any sort of
at one target, three at another). however. If the save is successful, the creature and a drop of water, spittle, dew,
creature suffers 1 hp impact damage and juice, sap, or a tear.
Laerals Libram is thrown off-balance; a running or charg-
Appearance: The Librams covers are ing creature, or one on a narrow bridge or Jhanifers deliquescence (Alteration)
two circular plates of polished blue-sheen high place, must then make a dexterity Level: 5 Comp.: V,S,M
electrum, joined at one edge with a ring check on 1d20 to avoid falling. If the tar- Range: Touch CT: 1 round
that also binds seven parchment pages to get fails its saving throw, it suffers 2-5 hp Duration: Perm. Save: Special
the plates. The electrum discs have a clasp impact damage, is repulsed (forced away Area of Effect: 10 cu. feetl/lvl.
opposite the ring, worked in the shape of from the caster) by 10, has any ongoing This spell enables a wizard to instantly
a moon with an arc of stars around it, to spell-casting ruined, and can make only melt ice, frozen liquids, and other sub-
hold them closed. The parchment pages missile attacks on the round in which it is stances that freeze within 10o of waters
are circular and touched with silvergilt struck. A dexterity check must be made to freezing point (32° F). Such melting does
all around their edges. avoid falling (at -1 if the target creature not involve heat, steam, or the consump-
History and description: Laeral is a is small, weak, surprised, or precariously tion of fuel. A wall of ice, for instance,
famous adventuress of the Sword Coast situated). Ethereal beings cannot be affect- could be turned into water that falls to the
North, who was apprenticed to Khelben ed by a forcewave, but a being employing ground, and a frozen lock or sleigh runner
Blackstaff Arunsun of Waterdeep, and blink or a displacement effect that shifts could be freed. Repeated applications of
she still aids him in Blackstaff Tower as his rapidly from one plane to another can be this spell have been known to turn solids
companion and lover. Once leader of the affected by this spell. The material compo- into liquid form, and 10 deliquescence
adventuring group known as The Nine, nents of this spell are a small piece of rope spells equal the effects of transmute rock
Laeral fell under the influence of The or string and a drop of water, spittle, or a to mud. The details of this use of the spell
Crown of Horns for a time (see the tear. are little known and poorly understood.
FORGOTTEN REALMS sourcebook FR5, (The DM should sharply limit the combat
The Savage Frontier). Rescued by Khelben Laerals aqueous column (Alteration, effectiveness of dissolving solids, although
and the High Lady Alustriel of Silvery- Evocation) a mage could use the spell repeatedly to
moon, Laeral created a simulacrum of Level: 4 Comp.: V,S,M escape from a stone-walled cell.)
herself that she placed in the Stronghold Range: 10/lvl. CT: 2 rounds Animated or enchanted stone creatures,
of the Nine to deceive treasure-seekers. Duration: 10 rnds./lvl. such as stone golems, receive a saving
Freed from both her reputation and re- Save: None throw vs. spells equal to the saving throw
sponsibilities, Laeral has again become the Area of Effect: 10-diam. cylinder, (at the time) of the being who enchanted
gentle, merry girl she used to be 20 10 long/lvl. them, as do all stone or other solid objects
winters ago. By means of this spell, a mage can trans- bearing a dweomer. If successful, that
Lost in her recent madness, however, mute the air in a particular area into wa- application of the spell does not affect
was her Libram, a small traveling handy- ter; a free-standing cylindrical volume 10 them and is entirely wasted. Living crea-
book of her favorite spells. It has only in diameter can be created. It will be pure tures, even if stony, are unaffected by this
seven pages, each bearing a single spell. water, either fresh or salty as the caster spell. The material components of this
Their contents are as follows: feather fall, decrees in casting, and will circulate freely spell are a tiny piece of amber and a piece
magic missile, spider climb, forcewave, within itself, drawing oxygen into itself to of ice.
Laerals aqueous column, Jhanifers deli- support marine life inside it. The water is
quescence, and blackstaff. The last four held in a cylindrical shape by the spells Blackstaff (Alteration, Evocation)
spells in the Libram are all rare and are dweomer, the cylinder expanding length- Level: 8 Comp.: V,S,M
described hereafter. The aqueous column wise with increasing areas of effect, 10 Range: 0 CT: 1 round
is a spell created by Laeral herself (as part per level of the caster. Multiple spells (cast Duration: 1 rd./lvl. Save: Special
of her training under Khelben), and black- by the same being or by several spell- Area of Effect: Special
staff is one of the more powerful spells casters) can be used to extend the cylinder This is the famous spell that gave its
devised by Khelben himself. Jhanifer was even further. The column can run hor- creator, the archmage Khelben Arunsun of
a sorceress of the long-ago North, a friend izontally, vertically, at an angle, or even Waterdeep, his nickname. The magic
(some say lover) of Ahghairon, the Found- make turns as desired in the casting, but causes any nonmagical staff, club, piece of
er of Waterdeep. None know what became once established its location cannot wood, or pole arm held by the caster to
of her. change. shimmer with a black, crawling radiance.
18 MAY 1992
A blackstaff weapon has the following turers, the All-Seeing Eye, Tasso robbed one creature the caster concentrates
properties: many a royal treasury and temple vault in upon. (The caster must be able to see the
It can never harm the caster or any Chessenta, Mulhorand, and the indepen- target as the spell is cast, but need not
other beings touching the staff during the dent cities of the Vilhon and the Near name or visibly indicate the target.) The
casting of the spell. South. He became the eagerly sought projectile will begin as a tiny, silent mote
It strikes as a +4 magical weapon to target of many hired bounty-hunters and that rapidly grows in size with a frighten-
hit (no damage bonus). assassins, and he survived many spectacu- ing, increasing moan of rushing air, so that
Its touch drains 1 hp automatically (the lar battles as he escaped one ambush after it appears to have come from a great
target gets a saving throw vs. death magic another. About four winters ago, Tasso distance at great speed (a shadow bolt
to avoid having this loss being permanent, vanished, either fleeing to another plane actually travels at a movement rate of 26).
unrecoverable except by use of a wish), or being slain by a killer who was luckier It can swerve to follow the target (as a
plus 1d8 hp normal damage, regardless of or more persistent than the rest. An early magic missile does) even if the target tele-
the weapons size and shape. casualty of raiding bounty-hunters, Tassos ports or otherwise escapes the casters
Its touch acts as a dispel magic spell (at Arcanabula (spell workbook) was seized view. Any other creature struck by the
the casters level) on all magical barriers, from his cave abode near Starmantle and moving bolt en route to its target will
weapons, or effects, at all times; the wield- presented to the patron of the bounty- suffer its effects insteadand if the target
er cannot turn this power on and off. hunters, the Marcrowne of Turmish. It shifts to another plane of existence, the
Its touch causes mental damage, as was soon stolen from the Marcrownes bolt will return to strike at its caster. A
follows: palace vaults, and its present whereabouts shadow bolt can otherwise be affected
are unknown, only by magical barriers, not by spells or
1d100 Effect From the accounts of Sleem, Court Wiz- physical attacks. It does 1d8 damage, plus
01-45 Target unaffected ard to the Marcrowne, we have the follow- one point per level of the caster. If disbe-
46-65 Target confused (as per the ing record of the volumes contents, one lieved (the target makes a successful save
wizard spell confusion) for 1d4 spell to a page: audible glamer, change self, vs. spells) a bolt will do only half damage.
rounds dancing lights, phantasmal force, Tasso’ S (Note that a being unfamiliar with the
66-75 Target stunned (as per a symbol shriek (a unique spell), detect magic, invisi- details of magical illusions who encounters
of stunning) for 1-3 rounds bility, magic mouth, misdirection, dimen- a shadow bolt for the first time will have
76-85 Target affected by fear (as per sion door, fear, illusionary wall, shadow no reason to disbelieve such an attack!)
the spell) for 1-2 rounds bolt (a rare spell), shadow skeleton (a A shadow bolt strikes in the round fol-
86-95 Target affected by repulsion unique spell), permanent illusion, and lowing casting-unless the target shifts out
96-00 Target affected by feeblemind chromatic blade (a rare spell). All unique of range, in which case it will travel for a
and rare spells are detailed hereafter. second round to strike (or return upon the
Its touch causes any spell-casting being caster). A shadow bolt will teleport or
to forget one memorized spell or be un- Tassos shriek (Illusion/Phantasm) dimension door to follow its target if the
able to use one natural spell-like power for Level: 1 Comp.: V target does so, but if the target does so
two rounds (if a choice exists, determine Range: 1O'/lvl. CT.1 twice (i.e., evades the bolt for the full two
which spell or ability at random; save vs. Duration: 1 rd./lvl. Save: Special rounds), the shadow bolt will dissipate
paralyzation to avoid this effect entirely). Area of Effect: Hearing range harmlessly. The strike of a shadow bolt is
Its touch causes beings possessing This specialized form of an audible a considerable blow; the victim must make
psionic skills or wild talents to be psioni- glamer spell is released by the caster with a strength check to avoid falling, and if
cally scrambled (unable to use any only minimal utterance. Thus, casting it is fragile items are carried, make a success-
powers except defenses) for 1d4 rounds. all but silent, untraceable, and requires a ful dexterity check to protect such items
It absorbs magic cast upon it, without minimum of concentration (enabling it to (otherwise, they must make saving throws
consequence, and is apparently unaffected be cast during melee or when the caster is vs. crushing blow to escape damage from
by any magic except a wish, which can in pain, constrained, or the like). The the characters fall).
negate it. magic causes a shrieking, crying, shouting,
The blackstaff may be wielded by any or other verbal utterance. The spell-caster Shadow skeleton (Illusion/Phantasm)
creature able to use a pole arm who can must emit all of these sounds while memo- Level: 4 Comp.: V,S,M
withstand (or is immune to) its effects. A rizing (not casting) the spell, and he cannot Range: 90 CT: 4
blackstaff will prevent spell-casting by any subsequently alter them. Once cast, the Duration: 1 rd. + 1
being who is contact with it during a given sounds cannot be ended before the spell rd./lvl. Save: None
round. It can therefore be used to ruin expiration. The sounds carried by this Area of Effect: Special
enemy spell-casting with a successful magic are limited to those produced by the This spell allows the caster to create
attack. (It cannot be easily thrown and casters voice (although mimicry is possi- semi-real phantasms of human, demi-
resists telekinesis and similar movements ble), and are typically used to produce human, or humanoid skeletons. All the
as it does almost all other magic.) At the shouted warnings or cries to suggest a skeletons created by a single shadow
spells expiration, the material component fight or attack offstage, or the presence skeleton spell must be of the same type.
(the staff) is instantly and completely con- of unseen intruders, so as to distract oppo- One skeletal image per level of the caster
sumed. nents of the caster. can be created; the caster can choose to
create fewer images, but such a decision
Shadow bolt (Illusion/Phantasm) does not result in stronger skeletons
Tassos Arcanabula Level: 3 Comp.: V,S Shadow skeletons cannot grasp, carry, or
Appearance: This volume is a tall, thin Range: 10/lvl. CT: 1 round wield solid objects such as weapons. They
book (two handwidths across by six high) Duration: 1-2 rds. Save: Special appear smoky and vague in outline, of
of black-edged parchment pages bound Area of Effect: 1 creature ivory or bloody hue, and may have any
between thin boards of duskwood, cov- By means of this spell, the caster brings configuration (split skulls, missing limbs,
ered with mauve-dyed pseudodragon-hide. into being a semi-real phantasm of an etc.) the caster wishes. The skeletal images
The tome has 16 pages. onrushing missile. The large, gray are silent and cannot be turned, dispelled,
History and description: Tasso is an teardrop-shaped illusory projectile can be or affected by heat, fire, or cold; they are
infamous illusionist active in the Inner Sea made to glow with a faerie fire-like radi- under the control of the caster just as a
lands of the FORGOTTEN REALMS world. ance of any hue the caster desires; it ap- priest controls skeletons animated by use
The leader of a band of thieves and adven- pears behind the caster and rushes at any of animate dead. Shadow skeletons have
DRAGON 19
these statistics: AC 6; MV 14; 2 hp each; magical weapon for attack purposes (no An illusionist or other spell-caster can
#ATT 1; Dmg 1d4. They can be equipped damage bonus), weighs nothing, and wield a chromatic blade without nonprofi-
with illusory clothes and weapons, so as to makes no sound upon impact. Its touch ciency or class penalties. The material
appear from a distance as living guards or does 2d6 hp damage and can sever ex- component of this spell is an edged metal
servants. The spell cannot, however, be tremities as a sword of sharpness does. weapon of any size and quality, which is
worked to give the illusion of life or flesh. The bearer of a chromatic blade receives consumed in the spell-casting.
Shadow skeletons vanish at the spells a +3 bonus to saving throws vs. color
expiration or upon the death or uncon- spray attacks, and the blades attack can
sciousness of the caster. Solid matter, destroy one globe of a prismatic sphere or
including living creatures, can pass one layer of a prismatic wall upon contact,
through shadow skeletons without resist- without harm to the wielder. Similarly, a
ance. All living creatures who come into prismatic spray is scattered upon contact
What’s a SASE?
direct contact with a shadow skeleton with such a blade. A chromatic blade A SASE is a self-addressed, stamped
must save vs. spells at +2 or be stunned glows with a bright, gleaming radiance
envelope. If you send a submission
for one round. Such contact does not equivalent in illumination effects to a
harm or dispel a shadow skeleton, but it faerie fire at all times, regardless of the to DRAGON® Magazine and hope
does permit a living creature to charge casters or bearers wishes. The color of for a response, include a SASE with
through a skeleton. this glow changes continually and is un- your letter, gaming article, short
The material component of this spell is a controllable. story, or artwork. Make sure the
piece of bone. It serves as a focal point for A chromatic blade can be destroyed by a SASE is large enough (and has
the spell-casters concentration and is not dispel magic, disintegrate, or properly enough postage) to allow the return
consumed or altered by the magic. worded limited wish. It cannot be physi- of your material if necessary. Cana-
cally damaged in any way (although it can dians and residents of other coun-
Chromatic blade (Alteration) be parried or blocked like a normal, physi- tries should enclose international
Level: 7 Comp.: V,S,M cal blade). A chromatic blade is not affect-
Range: 0 CT: 1 round ed by changes in light or darkness postal coupons, available at their lo-
Duration: 1 rd./lvl. Save: None (mundane or magical) or magnetic effects, cal post offices. We are not respon-
Area of Effect: Special and it cannot be mentally wielded or influ- sible for unsolicited submissions; be
This spell creates a shimmering blade of enced from a distance, except for the sure to enclose that SASE.
constantly changing hue, of needle-width caster willing it out of existence. It is safe
DRAGON is a trademark of TSR, Inc.
and magical sharpness. It can be wielded to touch a chromatic blade only at its hilt ©1990 TSR, Inc. All Rights Reserved.
by any creature, although the caster can or guard; the magical blade itself is all
will the blade out of existence when he edges, and even its lightest touch will
chooses. The blade is considered a +2 cause harm.
20 MAY 1992
to broaden the special abilities of familiars,
These familiar enhancer spells, ranging
from the second to ninth level, enable a
wizard to add new powers and faculties to
his familiar. As the wizard rises in level,
the familiar grows more intelligent and
capable of keeping pace with the expand-
ing power of the wizard and increasing
challenge in the campaign.
Whatever new powers the Dungeon
Master chooses to bestow upon familiars
must be tailored to the needs of game
balance. The familiar mustnt be permitted
to become the wizards answer to the
warriors intelligent magical sword. Wiz-
ards already possess enough spells and
magical items of offensive power without
the familiar becoming yet another piece of
firepower for wizards to exploit.
The new powers conferred upon famil-
iars should be weighted on the side of
defensive and miscellaneous functions.
Additional abjuration powers can improve
the familiars chances of surviving in a
campaign that grows ever more danger-
ous. New powers of divination, alteration,
illusion, and summoning magic can en-
hance the familiars role as a spy, scout, or
advisor, enabling the familiar to do things
its wizard often cannot do for himself and
making the familiar a useful addition to
the party. Any offensive powers the DM
permits familiars to acquire should be
subtle in nature and require some creativ-
One small but worthy change made in Also beneficial to a campaign would be a ity, rather than the flash and fury of evo-
the AD&D® game 2nd Edition rules can be system to allow the familiars capabilities cation and necromancy magic.
seen in the first-level wizard spell find to increase and its personality to grow as
familiar. The current spell better defines the campaign progresses. The animal Familiar enhancer I-VIII
the capabilities of familiars and adds new companions of fantasy and myth display a (Alteration, Enchantment)
features to improve a familiars ability to surprising range of abilities and talents, Level: 2-9
survive in a campaign. The revision of find from magical powers and useful skills to Range: 10
familiar now makes the familiar more benevolent wisdom. With a little work, the Components: V,S,M
viable as a continuing NPC in a campaign, AD&D game, too, can reflect the imagina- Duration: Permanent
a constant companion to a wizard from tive touches that make animal companions Casting Time: 72 hours
the start of an adventuring career to re- such unique and engaging characters. Area of Effect: The casters familiar
tirement at a ripe old age. This article proposes a new spell series Saving Throw: None
Table I
DRAGON 23
Table II
The spells in this series each vary in second time if the first casting was spoiled. 70 on pages 114-115 of the 2nd Edition
effect and the cost of the chief material The familiar enhancer spells must be cast Dungeon Masters Guide can prove helpful
component with increasing spell level, but in successive order from the second-level when the DM needs to detail the charac-
they remain similar in all other respects. version to the ninth-level spell. Thus, famil- teristics of an NPC familiar.
When a wizard is ready to cast one of iar enhancer III cannot be cast before famil- The general animal qualities of the famil-
these spells, the wizard and familiar must iar enhancer II has been cast. If any familiar iars species are not lost, however, but are
go into-seclusion together for 72 hours. enhancer version is cast out of order or an expanded upon as the familiars personali-
They must stay within 10 of each other enhancer in the series is skipped over, then ty matures. A black cat familiar might
throughout this time or the spell will be the most recently cast enhancer will not take grow into a sensualist with discriminating
ruined. effect. Again, the same enhancer version and expensive tastes in food and creature
The wizard must first light a brazier and cannot be memorized a second time without comforts, a crow might become a collector
use it to periodically burn herbs, gums, the aid of a wish. of gaudy gemstones and jewelry, and an
and spices throughout the spells duration. When a familiar enhancer is cast, the otter might develop a frolicsome personali-
In addition, the wizard must keep near his familiar receives one or more special ty combining a short attention span for
person a gem-encrusted statuette of solid benefits or abilities specified in the spell serious matters with a love for playful
gold depicting the familiar. The value of description or generated from one of five pranks.
this statuette is 1,000 gp multiplied by the tables of magical powers. The eight ver- The familiar also takes on the alignment
spell level; thus, the statuette for the sions in the enhancer series are described view and attitudes of its wizard, but not to
second-level familiar enhancer I spell costs here, followed by the five tables of as strong a degree. A familiar will always
2,000 gp, while the material component powers. retain a leaning toward the true-neutral
for the ninth-level version costs 9,000 gp. alignment as a holdover from its simple
The statuette is repeatedly anointed with Familiar enhancer I animal origin. If the wizard should some-
heated oils containing a bit of the fur, Level: 2 time undergo a radical alignment change,
feathers, skin, or claws of the familiar. With the casting of this first enhancer, such as from neutral good to neutral evil,
After the spell is cast, the familiar and the bond between familiar and wizard then the familiar for its own safety could
wizard must both rest for an additional 72 grows stronger. The familiars intellect be compelled to forsake its wizard. Pro-
hours to recover from the strain inflicted improves when this spell is cast, rising into tected by the wizards original deity, the
by the spell-casting. the low intelligence range of 4 + (1-3). The familiar does not suffer the loss of hit
Once a particular version in the familiar familiar can now think in the wizards points or any special abilities while it
enhancer series is cast, the same spell can native tongue and can communicate in remains separated from its wizard until
never again be memorized and cast by the words and simple sentences with its wiz- the crisis passes. The changed wizard, of
wizard. If a familiar enhancer is ruined ard through the empathic link they share. course, loses all special benefits bestowed
during its casting, the same spell version The familiar develops a personality that by the familiars presence until the famil-
cannot be memorized and cast again. Only seems almost human or demihuman in iar returns.
the power of a full wish can enable a character, possessing specific traits, likes, Finally, the familiar gains one special
wizard to use the same enhancer spell a dislikes, opinions, habits, and foibles. Table power from Table I.
24 May 1992
Table III
Table IV
26 MAY 1992
DRAGON 27
Table V
28 MAY 1992
DRAGON 29
by Chris Hind
30 MAY 1992
Hoshi, forcing him to slay Chigatta and bard, causing everyone within 10 to save a shocking blow before the attack die is
then slay himself. The katana subsequent- vs. wands twiceonce to prevent blind- rolled. A successful hit causes an addition-
ly disappeared (most likely, Hoshis griev- ness for 1d4 rounds, the second time al 20 hp electrical damage. If the blow
ing family discarded the traitorous deafness lasting 2d6 rounds. The wielder misses and the opponent wears metallic
weapon) and has perhaps changed many is immune to these effects, and characters armor, a second attack roll against AC 10
hands in the years since. who take suitable precautions (e.g., who is made; a hit signifies the opponent takes
Celestial Fury is a katana of excellent do not look at the wielder or who stop 10 hp damage from arcing electricity.
constructiona flexible but unbreakable their ears with cotton) save at +5. Celes- Opponents in nonmetallic armor must be
blade of razor sharpness, a hilt covered tial Fury is a +3 magical weapon with the struck for this power to work. Once
with comfortable leather, and a huge pearl following additional powers: called, the blow counts as one usage of
fixed at its end. The magical characters for Storm gathering: Once drawn, Celes- shocking blow, whether or not it succeeds.
celestial fury are inscribed on the blade, tial Fury and its wielder are constantly Lightning strike: Once per day, Celes-
which glows pale violet and crackles with surrounded by foul weather for a two- tial Fury may release a lightning bolt at a
electricity when drawn (5 radius illumina- mile radius, despite the environments target within 240 yards, causing 10d6 hp
tion). The sword is sheathed in a scabbard natural tendency. This power has an effect damage.
of dragon hide, the slate-gray scales of similar to the sixth-level shukenja spell Flight: This power operates for four
which constantly flash with streaks of control weather except that the weather hours per day, at Mv 18 and maneuverabil-
silver, blue and violet. only gets worseprecipitation moves ity class B.
Only chaotic-good, chaotic-neutral, or toward cloudiness, winds become strong- Celestial Fury is a sentient weapon (intel-
chaotic-evil individuals may safely handle er, temperature is unaffected. This effect ligence 12, ego 9) of chaotic-neutral align-
Celestial Fury; others receive an electrical cannot be dispelled, though an anti-magic ment. It communicates its desires through
shock for 9 hp damage each round they shell will stop it. semi-empathy. Its thoughts revolve around
touch it. On compatibly aligned charac- Booming thunder: Each and every causing foul weather and mindless exhibi-
ters, Celestial Fury bestows complete successful strike on an opponent causes a tions of power. It also seeks vengeance
immunity to all forms of lightning deafening boom. While of lesser intensity against the descendants of Daimyo Hoshi
mundane and magicaland protects him than the sound resulting from Celestial and Chigatta.
and his possessions from wetness due to Fury being drawn, the thunder is suffi- XP Value: 3,000
fog or rainfall (even during a hurricane) ciently violent to stun an opponent for one
but not immersion. round unless he saves vs. spells.
Each time Celestial Fury is drawn, thun- Shocking blow: Three times per day,
der and lightning explode from the scab the wielder may designate a given strike as
DRAGON 35
GLASSCON 92, May 30-31 NJ Registration: $4/weekend preregistered; $7/ include Diane Duane, Alan Gutierrez, Kristine
This convention will be held on the campus of weekend at the door. Write to: CONFIGURA- Kathryn Rusch, David Cherry, P.N. Elrod, Bill
Glassboro State College in Glassboro, N.J. Events TION, 3617 E. 24th St., Tulsa OK 74115; or call Fawcett, Jody Lynn Nye, and Robert Asprin.
include RPGA Network AD&D® tournaments, Mike at: (918) 836-8008. Activities include a short-story contest, a mas-
plus AD&D®, BATTLETECH*, KINGMAKER*, querade, an art show, writers and artists
DIPLOMACY*, and GURPS* games. Other MADISON GAMES DAY IV, June 14 WI workshops, seminars, and exhibits. Registration:
activities include board and war games and a This gaming convention will be held at the $25 preregistered, or $30 at the door. Write to:
dealers area. Registration: $10/weekend prere- Quality Inn South in Madison, Wis. Events GALAXY FAIR, P.O. Box 150471, Arlington TX
gistered, or $7/Sat. and $5/Sun. Preregistered include RPGs, war games, miniatures battles, 76015-6471; or call: (817) 467-0681.
(fees at the door will be higher). Events costs are and a games auction. Other activities include a
$1/time slot. Write to: GLASSCON, P.O. Box 58, dealers area. Dealers are welcome. Registration: ATLANTICON 92, July 3-6 MD
Wind Gap PA 18091-0058. Proceeds will go to $5, with no game fees. Write to: Pegasus Games, This gaming convention, presented by ADF,
the Center for Exceptional Children at Glass- 6640 Odana Rd., Madison WI 53719; or call: Inc., will be held on the University of Maryland
boro State College. (608) 833-GAME. campus in College Park, Md. Events include
role-playing, board, and miniatures games.
MIGSCON XIII, May 30-31 ORGANIZED KHAN-FUSION IV Registration: $16/weekend preregistered; $22/
This historical gaming convention will be held June 20-21 PA weekend or $10/day at the door. Write to: ADF
at the Holiday Inn in Hamilton, Ontario. Events This convention will be held at the Embers in Inc., P.O. Box 91, Beltsville MD 20704-0091; or
include WRG*, DBA*, ASL*, and BATTLETECH* Carlisle, Pa. Activities include AD&D® games, a call: (301) 345-1858.
games. Other activities include Napoleonics, railroad tournament, dealers, a miniatures-painting
Ancients, and American Civil War games. Write contest, and over 50 gaming events. Registration KINGCON 92, July 3-5 OH
to: MIGSCON, c/o Apt. #8, 142 Caroline St. S., fees vary from $6-10. Write to: M. Foners Games Hosted by the Royal Gaming Society of Day-
Hamilton, Ontario, CANADA LSP 3K9; or call Only Emporium, 200 Third St., New Cumberland ton, this convention will be held at the Univer-
Brian at: (416) 525-7730. PA 17070; or call: (717) 774-6676. sity of Dayton in Dayton, Ohio. Events include
RPGA tournaments, with AD&D®, GURPS*,
LAGACON 14, June 6 PA ARCON 8, June 26-28 PENDRAGON*, CALL OF CTHULHU*, RUNE-
This convention will be held at the Fraternal This convention will be held in the Vilhelm QUEST*, PARANOIA*, and ROLEMASTER*
Order of Eagles Hall, 116 N 8th St., Lebanon, Pa. Bjerknes building of the University of Oslo in games. Other activities include DIPLOMACY*,
Events include AD&D®, BATTLETECH*, and Oslo, Norway. Events include AD&D® champion- STRATEGO*, TALISMAN*, AXIS & ALLIES*, and
ASL* tournaments; MERC: 2000*, AXIS & ship tournaments, with CALL OF CTHULHU*, BATTLETECH* games, plus historical, fantasy,
ALLIES*, TWILIGHT 2000*, and SUPREMACY* MERP*, PARANOIA*, ROLEMASTER*, RUNE- and SF miniatures games. Registration: $10
games; beginners games; and a dealers area. QUEST*, SHADOWRUN*, TORG*, and WAR- preregistered, $15 at the door. Write to: P.O. Box
Ask about group discounts. Write to: Lebanon HAMMER FANTASY ROLEPLAY* games. Other 31174, Dayton OH 45431; or call: (513) 223-8973.
Area Gamers Assoc., 806 Cumberland St., activities include board-game tournaments, a
Lebanon PA 17042; or call: (717) 274-8706 week- miniatures-painting competition, WWII minia- ALOHACON 92, July 4 HI
nights or Saturdays. tures games, and movies. Registration: NOK 125 This convention will be held at Webster Hall on
by IMO until June 13; NOK 175 at the door. the campus of the University of Hawaii. Events
TANELORN 92, June 6-8 Write to: ARCON, P.O. Box 46, Blindem, N-0314 include role-playing and war games. For more
This convention will be held at the Robertson Oslo, NORWAY; or call Geir Aalberg at: +47-2- information and costs, send an SASE to: Jim Hay-
Gardens Convention Centre in Robertson, 56-39-45. nes, 720 Morton Dr. #117, Honolulu HI 96819.
Brisbane, Queensland. Events include AD&D®,
BATTLETECH*, TALISMAN*, SPACE CRU- LEGACY 92, June 26-28 TX DRAGON CON 92, July 17-19 GA
SADE*, DIPLOMACY*, and CYBERPUNK* This convention will be held at the Comfort This convention will be held at the Atlanta
games, with Napoleonics, food, and RPG ses- Inn Convention Center in Arlington, Texas. Hilton and Towers in Atlanta, Georgia. Guests
sions in individual rooms. Write to: Club Tane- Events include the MechForce Southwest Re- include Raymond E. Feist, George R.R. Martin,
lorn, GPO Box 2148, Brisbane, Queensland 4001, gional BATTLETECH* tournament, gaming, Forrest J. Ackerman, L. Sprague de Camp,
AUSTRALIA; or call: 0011-61-7-209-7336. speakers, miniatures-painting contests, a movie Margaret Weis, Tracy Hickman, Phil Foglio,
room, a dealers area, and an auction. Special Ralph Bakshi, Denis Beauvais, Robert Anton
MOBI-CON 92, June 12-14 AL hotel rates are available. Registration: $10/ Wilson, Dr. Timothy Leary, John Byrne, Chris
This SF&F/gaming convention will be held at weekend preregistered. Write to: LEGACY 92, Claremont, Lynn Abbey, Richard Garriott, and
the Days Inn in Mobile, Ala. Proceeds will bene- 1604 Canfield No. 1107, Ft. Worth TX 76120; or Erick Wujick. Activities include every sort of
fit the Penelope House shelter for abused wom- call our 24-hour hotline: (214) 601-9032 and gaming, with panels, seminars, a writers work-
en and children. Guests include Margaret Weis enter 6552#. shop, an art show and print shop, anime, vid-
and comics artists. Activities include writing eos, dances, robot battles, demos, costumes, a
workshops, an art show and auction, miniatures POLYCON X, June 26-28 CA hospitality suite, and consignment game auc-
painting, a dealers room, a costume contest, This gaming convention will be held at the tions. Registration: $30/weekend before June 15;
seminars, videos, and gaming. Registration: Embassy Suites hotel, in San Luis Obispo, Calif. $35/weekend at the door (RPGA Network
$13.50/weekend before June 1; $16/weekend at Guests include Loyd Blankenship, Tom Dowd, discounts available). Send a long SASE to: DRAG-
the door. Single-day rates vary. Write to: MOBI- Scott Haring, and Mike Stackpole. Activities ON CON 92, P.O. Box 47696, Atlanta GA 30362-
CON INC., P.O. Box 161257, Mobile AL 36616. include game showcases, seminars, games, a 0696; or call our 24-hour information line at:
writers workshop, an art gallery, an auction, (404) 925-2813.
ST. JOSEPH VALLEY GAMERS CON 92 and a miniatures-painting contest. For more
June 12-13 IN information and costs, write to: P.O. Box 4526, ECONOMYCON VI, July 17-19 AZ
This convention will be held at the IUSB San Luis Obispo CA 93403. This convention will be held at the Campus
campus in South Bend, Ind. Events include an Village West Shopping Center in Phoenix, Ariz.
RPGA tournament and role-playing, board, and CAPITAL CON VIII, June 27-28 IL GMs: Come and run your board, miniatures, or
historical- and fantasy-miniatures games. Other This convention will be held at the Prairie role-playing game. Prizes will be awarded to the
activities include demo games, a flea market, a Capital Convention Center in Springfield, Ill. best referees. Other activities include a miniatures-
dealers area, raffles, contests, and door prizes. Activities include RPGA Network tournaments; painting contest and door prizes. Registration:
For more information and costs, send an SASE role-playing, board, computer, and miniatures Free. Call the Roaming Panther Game Company at:
to: St. Joseph Valley Gamers, 121 W. Colfax, games; a miniatures-painting contest; and a (602) 820-2083 or (602) 547-0239.
South Bend IN 46601. game auction. Registration: $10/weekend, in-
cluding game costs. Write to: CAPITAL CON VIII, MEMPHIS FANTASY CON 92
CONFIGURATION III, June 13-14 OK c/o Tom Lawrence, 2557 Somerton Rd., July 17-19 TN
This convention will be held at the Days Inn in Springfield IL 62702. This convention will be held at the downtown
Tulsa, Okla. Events include AD&D®, D&D®, Radisson hotel in Memphis, Tenn. Guests include
BATTLETECH*, CHAMPIONS*, VAMPIRE*, GALAXY FAIR 92/ARTCON IV Walter Jon Williams, Steven Brust, and Bart
SHADOWRUN*, and STAR TREK* tournaments, July 2-5 TX Sears. Activities include an art room, a dealers
with board-game tournaments, historical minia- This convention will be held at the Sheraton room, an art auction, a costume contest, and
tures games, open gaming, and a video room. Park Central hotel in Dallas, Texas. Guests gaming. For more information and costs, write
36 MAY 1992
to: MEMPHIS FANTASY CON, 4730 Poplar #2, movies, and a dealers room. For more
Memphis TN 38117; or call direct, days: (901) information and costs, write to: DALLASCON
683-7171; nights: (901) 385-0088. 92, P.O. Box 867623, Plano TX 75086. Moving Away?
QUINCON VII, July 17-19 IL VEGASCON 92, July 25-26 NV If you have a subscription and plan
This gaming convention will be held at the This gaming/comics convention will be held at
to move soon, please let us know at
Days Inn in Quincy, Ill. Events include fantasy the Palace Station hotel in Las Vegas, Nev. Events
and historical miniatures games, RPGs, board include AD&D®, STAR WARS*, and DC HEROES* least six weeks beforehand. If you
games, and RPGA tournaments. Guests include games. Guests include Greg Gorden, Mike Grell, live in the United States or Canada,
Jean Rabe and Lester Smith. Registration: $5/day and Mike Nystull. Convention proceeds will send your old address, your new
or $12/weekend. Special room rates are available. benefit the Special Olympics. Registration: $18. address, and your most recent mail-
Send an SASE to: QUINCON VII, c/o Quincy Write to: VEGASCON, 4210 Chatham Cr. #1, Las
Hobby Center, 3632 Maine St., Quincy IL 62301. Vegas NV 89119; or call: (702) 733-7470. ing label to: Subscriptions Depart-
ment, DRAGON® Magazine, P.O.
CUBICON 92, July 24-26 MI CANGAMES 92, July 31-August 3 Box 111, Lake Geneva WI 53147,
This convention, hosted by SF3 and HFCC, will This convention will be held at the Skyline U.S.A. If you live in the United King-
be held at the University of Michigan-Dearborn hotel in downtown Ottawa, Ontario. Events
include a wide variety of role-playing,
dom, send the above information
campus Recreation and Organizations Center.
Events include D&D®, AD&D®, BATTLETECH*, miniatures, and board games. Other activities to: Subscriptions Department,
STAR FLEET BATTLES*, PALLADIUM*, CAR include an auction, dealers, movies, and 24-hour DRAGON Magazine, TSR Ltd., 120
WARS*, and CHAMPIONS* games. Registration: gaming. Family discounts are available. For Church End, Cherry Hinton, Cam-
$4/day or $7/weekend at the door, For prereg- more information and costs, write to: bridge CB1 3LB, United Kingdom.
istration and GMing information, write to: CUBI- CANGAMES, P.O. Box 3358, Station D, Ottawa,
CON, c/o SF³, 4901 Evergreen, ROC Building, Rm. Ontario, CANADA K1P 6H8. The more quickly you let us know
210, Dearborn MI 48128; or call: (313)593-5390. about your move, the easier it is for
us to keep your subscription going.
DALLASCON 92, July 24-26 TX How effective was your convention listing? We might not be able to replace cop-
This gaming convention will be held at the If you are a convention organizer, please
ies of the magazine that you miss!
Worthington hotel in Ft. Worth, Tex. Events write to the editors and let us know if our
include AD&D®, BATTLETECH*, SUPREMACY*, “Convention Calendar” served your needs.
DRAGON is a trademark of TSR, Inc.
and AXIS & ALLIES* tournaments. Other Your comments are always welcome. ©1990 TSR, Inc. All Rights Reserved.
activities include an auction, a painting contest,
38 MAY 1992
short episode surprised me. Here was a
foreign warship openly hostile to a visiting
ship from a neutral power within waters
under Bellaynes control. Even so, the
vessel came and went with total impunity,
like a privateer.
Nyxmir 26: Xerdon returned from
Leominster alone, riding a curious crea-
ture that was part horse and part cat. He
bore news from the queen. He could not
meet her directly, but her advisor told
Xerdon I was invited to a hunting party
tomorrow, at the palace of Uxington.
Xerdon felt a certain suspicion of us on
the part of the rakasta establishment, but
the hunting party seemed legitimate, since
many at the court were chatting about it
when he arrived. It was an event, planned
weeks ago, that no self-respecting noblecat
at the court would miss. I accepted the
invitation and steered northwest, inland,
toward the royal palace.
Nyxmir 27: We arrived late in the
morning. Many noblecats, the queen, and
her retinue had arrived the day before.
Rakasta ladies played with wool balls on
the front yard, and noblecats took lazy
strolls in the palaces many gardens,
watching the birds in the trees. Others
quietly catnapped near the fountains,
by Bruce A. Heard purring in the warm sun or casually play-
ing with the fishes. An occasional guard
This series chronicles the adventures of Nyxmir 24, AY 2001: After Ramans patrolled the area. The atmosphere was
an Alphatian explorer and his crew as return from beyond, I decided to quietly very relaxed.
they journey across the D&D® Known drop Xerdon at the gates of Leominster I came with Myojo in hopes that his
World in their skyship. The information during the night. I then ordered the Prin- presence would ease the suspicions I ex-
herein may be used to expand D&D cam- cess Ark back to Malburn Castle, where pected from the queen. Soon after our
paigns using the Gazetteer series. she was made visible again, 300 above a arrival, we were shown to our quarters.
lighthouse. Xerdon would announce my Hunting horns echoed through the hall-
visit at the palace. I hoped that everything ways early in the afternoon, and everyone
would work out well. gathered in front of the palace. Servants
Nyxmir 25: A Vilaverdan warship held the mounts while noblecats climbed
sailed by and attempted to attack our onto their saddles. At last, the queen ap-
vessel. Its ballistae could not reach us, and peared with her guards. Hunters brought
soon our foe made for the open sea. This the dogs, then played a hunting song on
great brass horns. Everyone was ready. then, she declared, You must resolve worth described as a lowlife working for
The queen rode up to me. We are your quarrel in a civilized manner. It is the Oldsbury Sun, a rival guild. The body-
pleased to see you among us, Prince, she our wish that you compete in the upcom- guard was arguing vehemently with the
said, then glanced at Myojo for a moment ing Tatterham-Glenswych Derby. He who lowlife about the sun symbol painted
and frowned. She then looked back at me arrives before the other will decide who over Kitaharas clan colors on their char-
and added with a smile, We hope you will must leave. iot. The envoy was not amused, and I
enjoy the hunt. The fox has been found. The brass horns sounded in the dis- sympathized with him.
She then rode toward the other noble- tance. Your Majesty. said the old duke, Horns echoed in the streets; the race
cats, and everyone lined up with her. we mustnt miss the quarry. was about to begin. The crowd massed
Thats when I heard a low hiss nearby. Very well. Carry on, Milords! along the route, forming dangerously
Myojo and I turned around and faced an Nyxmir 28: Tatterham lay just a stones narrow passages for the chariots. At last,
unexpected problem. There, riding a large throw from Uxington Palace. A great the Tymes official waved the starting flag.
sabre-tooth tiger, was a visibly angry ra- crowd occupied the center of Tattterham The crowd cheered. With wild cries, the
kasta dressed in every way like Myojo. before the race, and many chariots with charioteers urged their chariots lurched
This was no Bellaynish noblecat. It seemed those strange cat-horse creatures cluttered forward and raced en masse down Tat-
we had just encountered an envoy, per- the streets. Admirers asked questions of terhams main avenue before separating
haps an ambassador from Myojos home- their favorite drivers and placed wagers. into smaller groups to take the side
land, the moon Myoshima. And he Every charioteer bore a banner represent- streets. Fortunately, Puttsworth proved an
obviously recognized Myojo, who was now ing his master, including representatives excellent guide.
regarded as a traitor by his people. from every dominion of Bellayne as well as Soon, we reached the fields outside the
The hunting horns bellowed again, and Vilaverdans, Texeirans, elves from the town. Puttsworth opted for a northern
the dogs were released. Everyone rushed Barony of Savaria, tortles from Dunwick, route through Uxington Woods. It was a
after the pack. An old rakasta noblecat, Avarican bards, and participants from dangerous passage because of the giant
whom I was later told was Duke Purceval Slagovich, Gargona, and faraway Yavdlom. rats, but it was otherwise shorter than the
of Pawcester, rode at my side for some The queens team arrived, resplendent trip through Wallingford and Theeds. I
time. Her Majesty is in a joyful mood with its six-mount turn-out and a red-and- noticed Kitaharas chariot several hundred
again! he said, laughing. Today she decid- gold chariot. yards ahead of us. He, too, had chosen the
ed to hunt the fox. This is meant as a Our rival, the Myoshiman envoy, arrived forest route. This would be a tight race.
joking insult to the King of Renardy. just as we applied to enter the race. The Before long, we heard shouts ahead. The
How so? I asked. whole thing had been organized by the Myoshiman team had run into a large pack
King Louiss symbol is the fox! he an- Leominster Tymes, a guild of minstrels of giant rats. All three rakastas were tear-
swered. This is a bit unexpected, though. interested in creating a new sensation in ing through the rodents with their swords,
Her Majesty usually does this when a the kingdom, some sort of traditional but it was certain the rats would soon get
Renardois ambassador comes on a visit, event that would take place every year. the upper hand if we did not intervene.
but I dont see any lupin among us. The grand prize was 500 pounds of gold Surprised, both Puttsworth and Myojo
Avoiding this latest topic, I asked, What and a seat at the queens banquet. gazed at me when I decided to help our
do you normally hunt? Our first difficulty was to find a chariot rivals out. But they followed my lead and
The duke turned and gave me a blank and suitable mountsor so I thought, until drew their weapons, and soon the squeak-
stare. Well, what else? The giant rat! They a minstrel walked up to us and proposed ing, crawling mass was reduced to cat
infest Uxington Woods. Thats why the an arrangement. He represented the food.
palace was built here. Theeds Royal Heralds, a rival of the With the battle done, Kitahara grunted
Of course. Why did I even bother to ask? Tymes. He could make a chariot available and bowed briefly. With a haughty expres-
The hunt went on until I discovered Myojo provided that we would take him with us sion on his face, he motioned us to pull
no longer rode behind me. The Myoshi- on the race. He would act as a storyteller ahead, his way of being thankful. As we
man envoy was also missing. After riding extraordinaire, observing all that hap- drove away, Puttsworth murmured (prac-
around the woods with the duke, I finally pened during our journey in order to later ticing for later recital; I thought), And so,
found them, facing each other with entertain those people who couldnt come in the name of fair play, the noble prince
swords poised for a duel. Neither of them themselves (the guilds were not permitted of Alphatia came to the help of his rival,
paid any heed to my words. The last thing to join the race on their own). perhaps at the cost of his own victory. In
I wanted was to lose Myojo or create a We later received an invitation from the response to this gesture, Lord Kitahara
diplomatic incident at the queens palace. duke of Pawcester to stay at his palace for stepped aside to show his gratitude. The
As I considered what magic would stop the night, where we briefly ran into the race went on.
them both, the queen rode up to the Myoshiman envoy. Myojo later explained Rather than doing all that in the name of
scene. the envoy belonged to the Kitahara clan, fair play, I was hoping to gain an edge on
It seems we arrived just in time. Now, which was related to the Myoshiman Kitahara. He owed us one now. Perhaps
now, gentlecats. We do not wish to see emperor. The envoy certainly knew all this could help defuse our dispute. I had
violence on such a nice day. And we do about the history behind Myojo and his no quarrel with Myoshima, and neither
not permit duels in Bellayne, said she. defection to a humans service, and our did Myojo. He had not meant to betray his
Your Majesty, answered the Myoshiman meeting was cold beyond what little for- masters by becoming my bodyguard and
envoy, This wretched individual is a trai- malities were exchanged. friend.
tor in Myoshima. This is a question of Amphimir 1: We found Puttsworth, We reached the village of Rockburn later
family honor. Allowing him to go freely in our minstrel from the Theeds Heralds, and that night, where we rested.
your kingdom would be an insult to our our chariot. The latter had been freshly Amphimir 2: We left Rockburn early.
emperor. painted with the Haaken colors, to which Late in the day, we finally reached Olds-
The queen looked at me with inquisitive Puttsworth had added those of his guild. I bury. All would have been fine except that
eyes. I intervened, My guard Myojo has wasnt enthused about the clashing and a band of ruffians grabbed our mounts
acted wisely and bravely in a difficult somewhat disrespectful result, but it was a and attempted to push us off the chariot.
situation. He has remained an obedient bit late to do anything about it. All partici- As we fought, Puttsworth shouted these
and faithful servant of Imperial Alphatia. I pants had gathered at the starting line by were supporters of the Oldsbury Sun who
see no need for retribution, Your Majesty. early in the afternoon. were going a bit too far to ensure their
The queen was clearly embarrassed and We saw Kitahara, his Myoshiman body- teams victory. Kitahara arrived about then
couldnt make a decision either way. Well, guard, and another rakasta whom Putts- and brought his chariot to a halt. The
DRAGON 43
lowlife riding with him vehemently ex- Puttsworth then noticed all three of us friends.
horted the Myoshiman envoy to move humans watching him. Oh. Sorry, he Myojo had earned some respect from
along, but he just stood there, coldly look- said. He released the fly, which pitifully the envoy. Kitahara would not show ithe
ing at the supporters. They quickly got the crawled away for its life, and returned to couldntbut I knew Myojo had scored
message and let go of our chariot. his spot near the fireplace. Myojo looked points. The envoy bowed slightly and
I guess Kitahara was simply returning away, innocently licking at his paw. The returned to his quarters. No other event
our previous days favor, a debt of honor. other rakastas looked as if nothing at all interrupted the night.
Well, then, I could only show the same had happened. Amphimir 5: By sunrise, our chariots
attitude and motioned him to go on ahead Cats. I should have known. had already begun the last part of the
of us. He lifted an eyebrow, grunted Amphimir 4: Thanks to Puttsworths race, thundering down the trail toward
haughtily, and rode away with his team guidance, we avoided Norchester altogeth- Glenswych. It was a wild dash to get the
without a word or a smile. Nevertheless, I er and cut overland toward the Felfolk lead. Chickens, geese, and other small and
began to understand how to deal with this trail. This allowed us to catch up with the unwary farm animals were mercilessly
Myoshiman. He was all honor. derbys leaders. We reached Felfolk just trampled on the road. Peaceful peasants
I say! I cant believe this! How could after nightfall; this was a small village, turned into a furious mob when a hay
you? argued Puttsworth. with a few hundred people at most. All of wagon was run off the road into a muddy
My dear sir, courtesy goes both ways. us ended up at Felfolks sole tavern. No pond by the wild chariot horde racing
Bellayne is, after all, the land of leaky roofs this time, and at least we had down the road. Whips cracked with grow-
sportsmanship-isnt it? I said. some decent, warm food. The innkeeper ing rage as the town drew nearer.
Oh . . . well, never mind, he answered. served beer, cider, port, and tea, with milk On the last mile, the tortle team cut
Amphimir 3: We were still riding our for the younger rakastas. We enjoyed a far ahead of my chariot, sending it off on a side
chariot after nightfall when rain began to more relaxed atmosphere for dinner than path. Before we could get back on the
pour. Soaked and exhausted from our at the haunted cottage. track, our mounts bolted toward a small
journey, we finally stopped at an old tav- The Earl of Penwick had thoughtfully farm. Thinking we had found a short cut
ern just past Bromstow. Several chariots sent men-at-arms from Norchester to toward Glenswych, Kitahara steered after
were stopped at the front, left there by ensure the safety of the derby participants us.
other competitors who had decided to and their mounts. This relieved us of the Our wagon flew over a bump in the
rest, too. need to watch the chariot and allowed a path, knocking us all off balance. Out of
The old tavern was a large, abandoned good nights rest. The final stretch of the our control, our mounts then headed into
structure at the edge of a dark wood. It race would take place the next day, so we a series of large coops, flinging into the air
had a dozen rooms on the upper floor and would have to get up early. Everyone thousands of-mice! We were crashing
a single large room on the ground floor. wandered back to their rooms or to a spot through a large mouse farm, ruining
Water leaked through the rotten thatch. near the fire in the main room. months-worth of the breeding and rearing
Between cobwebs, dust, and darkness, the Half-asleep in the middle of the night, I of fat market mice. A few yards from us,
place bore a sinister look. Rumors had blinked and saw Myojo sit up and watch Kitaharas chariot created its own wave of
warned of the existence of many haunted something intently. Leave that fly alone, destruction, ruining hundreds more of the
mansions in Bellayne, indicating something Myojo, I muttered. fragile cages. In the wake of the horren-
odd about this kingdom. He slowly unsheathed his sword, which dous pandemonium, Puttsworth grabbed a
An Avarican bard roasted a hunk of wild lay by his bedside. No, Haaken-San. No terrified mouse that clutched his sleeve. I
boar in the fireplace, while a Gargonan fly. Someone creeping in hallway. he saya Glenswych mouse. What a treat! Ill
chariot driver played his lute. Several breathed. We both got up at once. save it for later. He stuffed the hapless
people later moved upstairs while their He tip-toed to the door, with me close farm rodent into his pouch.
teammates remained in the main room. behind, and opened slowly it a crack. The good news was that we did indeed
Our small group began to wind down, Right across the hallway, three rakastas open a short cut to Glenswych. The bad
quietly keeping a close watch on each wearing dark outfits and red steel claws news was that Kitaharas chariot took the
other as the fire dimmed to crackling were furtively entering Kitaharas room. lead. A few hundred yards away was the
embers. Lightning soon flashed outside, Myojo gazed at me for a moment, and I finish line. Puttsworth, in sudden fury,
and the wind howled as a thunderstorm motioned him to go in. He quickly nodded whipped his mounts in hopes of catching
rocked the night. A window shutter began and went after the nocturnal visitors up with Kitahara. I could hear Kitaharas
to rattle. The wooden ceiling creaked. I who turned and saw him, their blades lowlife exhorting his mounts just as
had difficulty falling asleep, my gaze wan- drawn. rudely. The rest of the pack appeared
dering the room. Almost instantly, the sound of the fight around a corner just behind us, skidding
Then I noticed Myojos sudden attentive- awoke the inns patrons. It was brutally on the streets cobblestones and madly
ness. He opened his eyes wide, his ears fast, with the three intruders against the jockeying for third place.
pointed up. Other rakastas copied him, two Myoshimans and Myojo. Kitaharas Suddenly, a bump on the street crushed
staring at something in the air near the bodyguard was badly wounded, but Myo- a wheel on Kitaharas chariot. It skidded
chandelier. The Avarican, the Gargonan, jos intervention undoubtedly prevented wildly, sending the lowlife hurling into the
and I looked at each other. Our daggers Kitaharas death. Before I could get off a packed crowd. Kitahara hung on desper-
slowly came out. spell, the three intruders were dead, and ately to his uncontrolled chariot. As our
Kitaharas lowlife then leaped onto the Myojo and Kitahara were tending to the chariot rushed past, Myojo grabbed the
table, evidently trying to reach some invis- bodyguard. envoy and pulled him free just before the
ible creature. Whatever it was came near The constabulary arrived almost imme- latters vehicle slammed sideways into a
Myojo, who tried to paw it. Kitaharas diately afterward. The sergeant examined building and was smashed to kindling. The
bodyguard then sprinted across the room, the aggressors and declared these were crowd went wild as we flew past the
almost running into the front door when outcast rakastas, probably spies, from finish line.
he slipped on the wet tiles. Puttsworth, Leãoça, a Vilaverdan colony to the south. The queens trumpet sounded the end of
poised to leap with an expression of utter These three were wanted in Bellayne for a the race. Supporters of both the Theeds
excitement on his feline face, suddenly previous assassination. Why they attempt- Heralds and the Oldsbury Sun carried all
trapped something on the floor with his ed to eliminate Kitahara? I suspected Vi- four of us on their shoulders. It seemed
paws. laverdes ties to the Heldannic Knights had both our teams had won! Kitahara briefly
I threw aside my blanket and moved in something to do with this. After all, gazed at me, rather embarrassed. The
close to see . . . a fly. A fly? Heldann and Myoshima were not exactly crowd transported us all the way to the
44 MAY 1992
queens stand, in front of the Abbey of him a pleasant stay in beautiful Bellayne. citizenry have allowed Bellayne to prosper.
Kittings. Old Duke Purceval raised his cup, Here! Lupins and rakastas competed in the
Well, then, she declared solemnly, we Here! To the victors! past for territorial control of the Yazak
do hereby pronounce both the honorable Despite Kitaharas continued relative steppes, their common ancestral lands.
teams of Alphatia and Myoshima the win- coldness, this turned out to be a memora- Although presently at peace with the
ners of the derby! Both parties are there- ble banquet. At last, I had managed to Kingdom of Renardy, the two nations have
fore summoned to the royal banquet this speak with the queen about warranties for remained somewhat suspicious of each
night. future Alphatian tradesmen when a cer- other. It is because of the mutual goblin
Nicebut this did not resolve our prob- tain farm mousenewly escaped threat in the north that both nations have
lem. None of us had lost, and so no one interrupted our conversation, scampering remained at peace. Over the years, the
could expel the other from Bellayne. I across the long banquet table. I dare say Bellaynish have developed at taste for
wondered how the queen would solve our Her Majesty got somewhat distracted and Renardois wines, which the latter trade
little dilemma. even took a few royal stabs at the run- for Bellaynes excellent wools, tea, liquors,
The Leominster Tymes provided Kita- away rodent. A hail of forks followed and coal. A community of dwarves has
hara and I with 250 pounds of gold each. immediately, all the way down the table, successfully established itself in Bellayne
We donated our prizes to the mouse until the poor thing leaped from the table after an explorer discovered black rock
farmer on Kittings Road whose livelihood and disappeared into a hole in the wall. deposits in Penwick. They found the rocks
had been so totally ruined as a result of After giving Puttsworth a very stern look, could burn for a very long time, and thus
our crazed passage. The crowd applauded, I managed to regain the queens attention. begun to mine the deposits for a profit.
and we were carried to the lord bishops Our mission was soon over. We had The coal became particularly useful in
residence. discovered first hand the beauty and char- metal working.
The banquet was served later. I cared acter of Bellayne. A message was sent to Perhaps the greatest innovation of the
little for the boiled slice of stuffed giant the Princess Ark, summoning her to Kit- Bellaynish came from their traditional
rat stomach Uxington, a delicacy in Bel- tings. We were on our way a few days entertainment. Bellayne harbors a series
layne. The typical social conversations that later. Without a doubt, that Puttsworth of illustrious companies of heralds. These
could be expected at a royal banquet fellow would have a few interesting sto- are guilds of minstrels whose goal is each
seemed to go on forever. I caught Putts- ries to tell his compatriots after our depar- to witness amazing and spectacular events
worth casually toying with his farm mouse ture. Perhaps I should have asked for a in Bellayne and in the world, then travel
between two courses. The local conversa- fee. the countryside to relate these stories to
tion on our side of the table came to a halt To be continued... the common folk. For this, the minstrels
when all the noble rakastas begun staring developed a special magic inspired by the
at the appetizing rodent, hoping it would The Kingdom of Bellayne wizards phantasmal force spell. Depend-
perhaps run awaytoward them. Putts- Bellayne Capital: Leominster (pop.: ing on their skill and experience, the min-
worth noticed my disapproving look. 71,300mostly rakastas, humans, some strels can create images and sounds to
Ohso sorry, he said, pocketing the demi-humans and tortles); ruler: Queen depict what they have witnessed. The
animal. Catherine I The Lioness, daughter of the better the minstrel, the better the pictures
Shortly afterward, the queen raised her late King Lionel I of Dorsythe (queens and sound, and the more pictures that can
hand. The time has now come to solve a domain includes the communities of Chan- be remembered. A true master can even
quarrel. The banquets hurly-burly died sea, Chatsworth, and Bromstow); patron: animate the images to a degree.
out in the background, everyone now Pax Bellanica. The common folk rely on the guilds to
staring at both Kitahara and I. Fate has The original people of Bellayne were entertain them and keep tabs on the
decided to make both of you the winners rakastas. Like their eastern neighbor and world. Depending on the whim of a min-
of this race. Gentleman and gentlecat, the rival Renardy, Bellayne folk were pushed strel and the importance of a story, guilds
choice is now yours. You may both leave at back toward the coast by the invading can charge quite a bit of gold to give the
once and never return to Bellayne, or both goblins of the steppes. A great tribe of news. Several guilds now compete for the
remain at peace in our kingdom. We shall savage rakastas eventually settled that best stories to tell; among the greater
not tolerate any foreign quarrel within region and established what is now mod- guilds are the Leominster Tymes, the
our land. You both have proven your ern Bellayne. In time, a feudal system was Oldsbury Sun, and the Theeds Royal Her-
courage and your honor in this memora- created with a king who was served by a alds. The guilds seek new talent among the
ble race. In our eyes, you are both worthy strong clergy and many proud noblecats younger Bellaynish folk, educate them in
of our royal respect and welcome. and knights. the arts, and finance expeditions and other
Rakasta noblecats sitting at the table Many rakasta tribes still roam the vast exciting endeavors. In return, the profes-
muttered for a moment, nodding their Yazak steppes. The people of Bellayne view sional minstrels pay a large portion of
approval of the queens approach. It was these warriors as brave and skillful, but their income to the guilds.
the only possible decision. Lord Kitahara nevertheless savage. When a nomadic These guilds are so eager to make the
then stood up and curtly announced, The tribe faces great hardship, Bellayne always news they will often organize spectacular
presence in Bellayne of the Lord of offers solace and protection as long as the events or send some of their best min-
Haaken is acceptable to us. He bowed tribe settles inside the kingdom and adopts strels on amazing adventures across the
ever so slightly in my directionand in its civilized ways. Very often, this means world. One of the most exciting events
Myojos, which was most amazing. This relocation to the forest of Wyndham that these days has been to send minstrels to
meant personal respect from a lord to- Queen Catherine I, the present monarch, explore the savage lands in the southern
ward a member of lower social standing. plans to deforest some day in favor of continent. Another activity of the guilds is
By Myoshiman standards, this was almost farming. Unfortunately, the fierce people to handwrite illuminated manuscripts and
unheard of. of Wyndham, hunters and foresters at sell them to the nobility in Bellayne and
It was my turn to repay the courtesy. It heart, oppose the plan and have revolted other kingdoms.
was an honor and a pleasure to race by the many times against the monarchs auto- Bellayne developed land trade with
side of Lord Kitaharas courageous team, cratic rule. Wyndham is often thought of Renardy and other kingdoms with the
and we, the representatives of Her Imperi- as a dangerous bandit haven by the com- help of Vilaverdan sea traders. Vilaverde
al Majesty of Alphatia, hope that our jour- mon Bellaynish folk. established a colony south of Bellayne, its
ney remains a sign of friendly So far, the Bellaynish have succeeded in goal to control naval access to Theeds
sportsmanship for all. We are satisfied keeping the goblins at bay. An organized more than anything else. Queen Catherine
with Lord Kitaharas decision and wish defense of its land and a disciplined, loyal views Vilaverdes colony of Terra Leãoça
46 MAY 1992
(pronounced: lea-ON-Sa) as a mixed bless- of ones way. Shes a favorite of warriors ing at doors, etc.) as a thief of the same
ing. The Vilaverdan quasi-monopoly of sea and those who believe the rakasta culture level. Their sense of smell isnt very sharp,
trade in the region is costly at best for Bel- to be naturally better than any other. so rakastas do not have the lupins track-
layne. Some call her Vanya. ing ability. Rakastas have increased Dex-
Vilaverde maintains a strong military Kagyar: This foreign dwarven Immor- terity (+2 when the character is created,
presence at the Rock of the Cats, a very tal was primarily followed by dwarves in up to a maximum Dexterity of 18). Rakasta
large fortress and port of Leãoça that Penwick and northern Furfield; its follow- PCs retain the use of their natural claw/
includes Torreón swordsmen and rakasta ing then grew among rakasta coal miners claw/bite routine in combat (1-2/1-2/1-4) or
outcasts. Bellaynish rakastas show out- working with the dwarves. Being the only can use one weapon other than war claws
standing seamanship, but sarcastic Vilaver- male in the rakasta pantheon, he became a (a single attack).
dans contend that this is due entirely to favorite among macho rakasta males
the rakastas strong dislike of water and with an axe to grind against the stuffy Bel- War claws
the amazing ingenuity they show to avoid layne philosophic establishment. Rakasta warriors, especially nomads
sinking into it! Indeed, very few rakastas from the Yazak Steppes, use war claws.
master swimming skills, but rakastas still Lupin & rakasta PCs These are steel claws that increase the
remain without peer when it comes to Lupins can be played using normal damage of natural claws to 1d4 hp each;
fishing. human character classes (including druids, they cost 12 gp each (or 120 gp if silvered),
paladins, mystics, etc.). Each starts with with an encumbrance of 20 cn each. In-
Dominions of Her Majesty 2 HD at first level, using the type of dice crease the base damage of red steel claws
Duchy of Pawcester Capital: Tat- corresponding to the chosen character by +2 points each; these cost 36 gp each
terham (pop.: 13,700, rakastas, humans, class, and a one-time penalty of -2,000 XP but have half the encumbrance. For de-
elves); ruler: Lord Purceval The Iron that must be overcome before any of the tails, see the War Claws Weapon Mastery
Clawed. son of Sir Hume-Archibald class abilities can be used. The lupin suf- Table.
Whitwell; typical NPC: rakasta knight; fers a permanent 30% experience penalty
patron: Belbion. (rounded up to the nearest 100) on all Rakasta land strider
Earldom of Penwick Capital: Nor- experience points gained thereafter during This is a breed of mount created by
Chester (pop.: 12,800, rakastas, dwarves, adventures. For example, a 1st-level magic- Bellaynish wizards, because normal horses
halflings); ruler: Lord Mortimer The using lupin gains an extra 1d4 hp in addi- usually become skittish in the presence of
Defiant, son of Sir Edward Hillsborough; tion to his initial 2 HD when reaching 2nd rakastas. Land striders are half-lion
typical NPC: rakasta coal miner; patron: level; he must have first gained 2,000 XP (front), half-horse (rear), and stand about
Kagyar. to qualify as an apprentice, then 3,600 XP the size of a normal horse. They are in
Earldom of Theeds Capital: Theeds- (-30% penalty = 2,500 XP) for 2nd level. every respect similar to hippogriffs, except
upon-Blythe (pop.: 52,400, rakastas, hu- Lupins are limited to an Intelligence and they have no wings and cannot fly. Land
mans, elves, halflings); ruler: Lord Rodney Wisdom of 17 and must respect all limita- striders are natural enemies of hippo-
The Intrepid, son of Sir Winston tions that are normally part of the chosen griffs. Rakasta knights generally prefer
Gladsworthy; typical NPC: rakasta mer- human class. They have no level limitation; striders because they are fast. Unlike
chant or fisherman; patron: Felidae. Constitution adjustments apply only once traditional sabre-tooth tigers, striders can
Viscountcy of Furfield Capital: per class level up to ninth level. Lupins be fitted with common cavalry barding
Oldsbury-upon-Blythe (pop.: 32,600, rakas- fight and save as their chosen character and they allow the use of heavy cavalry
ta, humans, elves, halflings); ruler: Lady classes or as 2 HD monsters, whichever lances as well.
Meghan The Gaunt, daughter of Sir offers the best score.
Melville Purringstoke; typical NPC: rich Lupins have the ability to use their supe-
rakasta farmers; patron: Pax Bellanica. rior perception sense (a combination of Letters
Bishopric of Kittings Capital: smell, hearing, and lupins instinct) that Will there be an Isle of Dread adventure
Glenswych (pop.: 8,500, mostly rakastas); allows them to detect invisible within a 10 in the Thanegioth Archipelago for the
ruler: Sir Humphrey The Exalted, son of radius. Their sense of smell enables them Rules Cyclopedia? If so, will it detail the
Sir Jasper Cockerfield; typical NPC: rakas- to track down prey. An Intelligence check rakastas as player characters?
ta war clerics; patron: Belbion. is required each hour of active tracking Nothing prevents you from playing the
Forest Marches of Wyndham (penalize the check three points if the current Isle of Dread module (X1) with the
Capital: none (population is mostly rakas- scent is a day old, and one extra point for Rules Cyclopedia, as we havent changed
tas, some elves); ruler: none; typical NPC: each day thereafter). On a successful the rules. Otherwise, we have no immedi-
free-spirited forester, hunter, or elite long- Intelligence check, a lupin can recognize ate plans to create a Thanegioth adven-
bow archer; patron: Tawnia. the smell of a creature or individual met ture. Notes on rakasta PCs are given in
once before (werewolves are automatically this issues column.
Patrons of Bellayne recognized). Although the sense of smell is
Pax Bellanica: Also known as Tarastia, treated as an innate skill for lupins, it can Ive been able to read a few tantalizing
Pax Bellanica is the patron of rakasta be improved as if it were a learned skill hints about dirigibles in the D&D and
justice and peace. It is often in her name (see Rules Cyclopedia, page 86). Lupins AD&D® games. Can you tell me in which
and in Belbions that the rakasta people also have infravision, with hearing compa- issue, if ever, you gave game statistics for
mount holy crusades against the goblins. rable to that of a thief of the same level. airships? By airships, I mean the mostly
Tawnia: Tawnias sphere governs the Lupins can be surprised only on a roll of 1 nonmagical kind like those used by the
people of the forests in general, rakasta on 1d6. If allowed in a campaign, all the gnomes of the floating island of Oostdok in
and elves most commonly. Also known as special abilities described in this para- DRAGON® issue #162.
Ordana, she defends hunters, archers, and graph should be extended to normal lupin Well, since youre asking:
druids. monsters. Small airship: cost: 20,000 gp; crew: 1
Felidae: Felidae (a.k.a. Calitha) has a Rakastas can be played exactly like gnome engineer; marines: 5 gnomes and
sphere that covers oceans, travelers, ad- lupins, except the experience-point penalty their gear (no space for cargo); capacity:
venturers, good fortune, and merchants. should be raised to 2,200. The rakastas 5,000 cn; MV 120 miles/day or 180'/round;
Shes an Immortal common to both rakas- have perceptive senses nearly as good as hull points: 20-40; AC 9.
tas and elves. the lupins, and so can detect invisible Great airship: cost: 200,000 gp; crew:
Belbion: Belbion represents pride, objects within a 10' radius. They also have 5 gnome engineers; marines: 50 gnomes
honor, war, conquests, and the superiority infravision and the ability to hear (listen- and their gear (no space for cargo); capaci-
48 MAY 1992
War Claws Weapon Mastery Table
Mastery Damage Defense Special
[P=M] Basic 1d4 No off-hand penalty
Skilled 1d6 M: + 1AC/2 Double damage* (20)
No off-hand penalty
Expert 1d8 M: + 2AC/3 Double damage* (19-20)
No off-hand penalty
Master P: 1d10 + 1 M: + 3AC13 Double damage* (18-20)
S: 1d8+1 No off-hand penalty
Gd Master P: 1d12+2 M: + 4AC14 Double damage* (17-20)
S: 1d10+ No off-hand penalty
[P = M]: Primary target is either a monster using natural attacks (claws, bites for example) or an opponent caught with a missi le weap-
on in his hands
P: Primary target
S: Secondary target (opponents with hand-held weapons like swords and daggers)
M: AC bonus to the war claws user against attacks from monsters or from opponents using missile weapons
AC/#: Number of times the AC bonus can be used each round
*: Double damage (with unmodified required hit scores given in parenthesis) only applies to unarmored opponents
Note: Dont forget to apply the Hit Roll bonuses from the table on page 76 of the D&D Rules Cyclopedia. Double damage and off-hand
penalties are both explained on page 80 of the same book. The war claws can neither be used with a shield nor thrown. They usually
come in a set of two. Both war claws should be used in order to benefit from all the advantages listed in the weapon mastery table.
ty: 50,000 cn; MV 80 miles/day or 120'/ boxed set for a few months, and our char- past. If you are interested in seeing new
round; hull points: 70-90; AC 9. acters have reached 5th level. What do we material published on the Blackmoor
Fly safely do next? campaign, please send us your letters. This
The next step is to get a copy of the is one of the ways we can tell what your
It seems to me that the practice of giving D&D Rules Cyclopedia. It has all the rules preferences are. Write to: Bruce A. Heard,
an experience bonus to characters with you need to keep playing up to 36th level. c/o TSR, Inc., P.O. Box 756, Lake Geneva
higher ability scores is rather unfair. If my If you cant find it where you are, you can WI 53147, U.S.A.
character has been plagued with a series purchase a copy from TSRs Mail Order
of low scores, why should he also suffer Hobby Shop. To get a free catalog, write I noticed that several Alphatian king-
from this nagging rule? to: The Mail Order Hobby Shop, P.O. Box doms were missing their descriptions in
I agree that this seems like an all-or- 756, Lake Geneva WI 53147, U.S.A. the Dawn of the Emperors boxed set.
nothing rule. It would be more logical if it They appear on the poster maps, but they
worked the other way around, since char- I really like DRAGON Magazine. I would arent described in the books. Was this an
acters with low ability scores must work subscribe if there were more D&D materi- error?
harder than those with high scores to al. Even an article on how to convert Because of space considerations, we
achieve the same results. The harder they AD&D game material to the D&D game couldnt publish the actual descriptions of
labor, the more experience they gain. Here would help. all the minor kingdoms that make up
is a change you could bring to the fighters It is a bit late for the magazine to publish Alphatia. The two empires of Thyatis and
balance of experience bonus/penalties: an article like that one. The D&D Rules Alphatia do represent a great surface to
Cyclopedia has already covered the topic cover. More later on this.
Strength Bonus/Penalty of game conversion in great detail, and it
3-5 +10% would be redundant to present the infor- In GAZ3 The Principalities of Glantri,
6-8 +5% mation again in the magazine. Please re- there is a wealth of arcane secrets to be
9-12 nil member the magazine can only publish had. Until now, the bulk of my players
13-15 -5% material it receives from its contributors were Glantrian mages, and one of the
16-18 -10% and thats you. If you dont send it, they pressing reasons for visiting far off Alpha-
cant publish it. If you have some article tia is the knowledge that empire suppos-
A 20% bonus or penalty seemed rather ideas, send an SASE to: Writers Guide- edly possesses.
excessive either way and was altered in lines, DRAGON Magazine, P.O. Box 111, I say supposedly because, despite
this example. Other than strictly for role- Lake Geneva WI 53147, U.S.A. fascinating rules on dealing with the en-
playing fun, having a real wimp as a char- chantment of large objects, there is scant
acter now gets a bit more attractive in the In the June-December 1987 issue of the else. It would seem that, after 2,000 years
long term. (Think of the movie, Revenge of TSR Worlds newsletter, a basic/expert set of magecraft, Alphatian wizards would
the Nerds.) You can easily follow the same adventure called BX1 The Islandia Cam- have come up with some surprising inno-
idea for other character classes. paign was mentioned as an upcoming new vations in magic-use. My players are due
product. I also heard of a DA5 City of for a surprise when they travel thousands
Are there plans to create psionics for the Blackmoor. What happened to these of miles only to discover that Alphatia has
D&D game? products, and will there be any other only barely accomplished more than Glan-
No. This goes beyond the scope of a material on the Blackmoor Campaign? tri, that has been in existence for less than
game that is supposed to remain simpler Unfortunately, for various reasons we 200 years.
than the AD&D game. Just adapt the could not publish these two products. Indeed. GAZ3 had the advantage of
AD&D rules if you want psionics in your There are no immediate plans to revive or having a small surface to cover and a
D&D game. revise the old Blackmoor campaign series. whole 96 pages (and tiny type size) to do
We have been receiving mail inquiries so. Dawn of the Emperors had to deal
We have been playing the new D&D about this series from our readers in the with two large empires (and standard type
DRAGON 49
size). There simply wasnt room enough status of unknown dialects. If both checks The two best bits of news relate to the
for all the goodies. The empire of Thyatis succeed, routine communication is possi- Poor Wizards Almanac and the D&D
seems to have been covered in reasonable ble. Modern Vestlander and Ostlander are novelsthey both sound great and I look
detail, but Alphatia would have required compatible (no check needed). Modern forward to a new TSR catalog with release
more on the subject on magic, which Vestlander, although a rather curt version dates. Would it be possible to collect the
would have had to come in addition to with an ever-so-slight dwarven twang, is Princess Ark columns from DRAGON
everything else. This doesnt mean Alpha- spoken in Soderfiord. Heldannic Knights Magazine into one publication?
tian wizards are magical nitwits. speak a more guttural Vestlander with Our trade catalog is already out. You
Obviously, there is a craving among our many idioms and expressions that are might find a copy to browse through at
readers for neat, new magic in any case, literal translations from Hattian. your hobby store. If our plans hold togeth-
especially Alphatian. We are looking at the er we should indeed see a boxed release
idea of a new accessory on Alphatia, spe- Where can I find the calendar and dat- on the Princess Ark in 1993. Its a bit early
cifically, but itll be some time before it ing system you use in this column? to expand upon its contents, however
happens. In the meantime, a good article The Alphatian calendar is in the Dawn
on D&D game magic in general (or one of the Emperors set (the Thyatis and Al- The spell levels listed on page 26 of the
specific to Alphatia) would surely catch phatia boxed set). Other than the different Rules Cyclopedia are slightly different
our editors attention. Your submissions month names, it is identical to the calen- from the ones in the boxed set and in the
are welcome and needed. By the way, true dar used in all Gazetteers. The year 2001 Gazetteers. Which ones are correct?
Glantrians descend from the Followers of AY is the same as 1001 AC used by all Technically, the latest release take prece-
Fire, a group in existence a bout 2,000 other Known World nations. Nyxmir 18, dence over older products. In the case of
years ago. 2001 AY is the same as Nuwmont 18, 1001. the Gazetteers, it remains a question of
personal preference or game balance for
Who are the ancestors of the Sindians, Will all the old modules work with the the setting. Looks like a DM call.
the Yannifey, and the Alatians? Rules Cyclopedia, especially Companion
Sindians, like Ethengarians and the and Master adventures? The 1st paragraph of chapter 8 in the
people of Atruaghin, all are related to Yes. The Rules Cyclopedia has all of Rules Cyclopedia (page 102) says that a
some degree to the ancient Oltecs. The these rules. character cannot move and attack in the
Alatians were Neathar Of course, the same round. This is the same rule from
original Alatians were deported when the What is happening to Alphatia these the new D&D boxed set (and the other
Alphatians took over their lands. The days? boxes published previously). But the state-
Alatians were probably sent to populate Nothing at present, but be prepared for ment at the top of page 103 under Move-
and develop the Yannivey Islands and a major upheaval with the Wrath of the ment contradicts page 102 by saying that a
Qeodhar. True Alatians are probably ex- Immortals set (due out this summer). Did character may move his full encounter
tinct by now. As for the Yannifey, they you know that the Immortals began quar- speed and still make his attack during the
form a mixed race of all the people who reling over certain magical secrets several same round! I think the latter rule is bet-
ended up in these cold islands, including years ago already? Tension is mounting, ter (it makes more sense, is less clumsy,
Alphatians, Antalians, Neathar, and who and both Immortals and their clerics are and is easier to use in situations like re-
knows what else. getting restless. Wrath of the Immortals treat, pursuit and evasion). Which one is
will unveil the whole story correct?
It would be appreciated if you didnt Page 102 has the correct rule. Thanks
grab names from an atlas, as shown on You mentioned that the Entry Level for catching the glitch. I would tend to
TM2. Many of the names in the Province D&D products will bear different icons to agree with you, however The second rule
of Redstone are Irish places names, and indicate if they are adventure modules, works better. Again, this is your choice.
their real meanings are totally different. common supplements, or rules and special
They are the English versions of Irish accessories. What can be expected in these The fighter class description in the Rules
names, and you obviously dont know categories? Cyclopedia and the Companion set both
their real meaning. Modules with the icons have begun to say that only traveling fighters (those who
Mea culpa (pardon my Latin). We want- hit the shelves; they each bear a dragon dont rule dominions) can become knights.
ed to have an area that sounded Irish icon inside a shield at the bottom right of However, GAZ1 and Dawn of the Emper-
which it didbut it seems those names the front cover. Similar products should ors tell of landed knights or kord
werent such a good choice after all. Lets come in the future with either castle icons knights. Not only that, but knighthood can
assume these names were perverted by for 3-D accessories or crossed swords for be given to almost every class! Which
the Thyatians. Well try to do a better job more conventional accessories (new mon- rules do we go by: Gazetteers or core
next time. Until then, anyone out there sters, background settings, etc.). rules?
fluent in Kurdish? When all else fails, always go by core
The new map segments appearing in rules. Gazetteers present alternative set-
What languages are spoken in the North- your column lead many people to hope for tings; because of that, they often break
ern Reaches? the publication of at least one new D&D core rules. Gazetteers are entirely option-
Later dialects of the ancestral Antalians Trail Map of the area west of Glantri and al. GAZ1 and Dawn of the Emperors use
are spoken there. Two very similar dialects Atruaghin. The Heldann Freeholds Gazet- knighthood more like a historical title
exist in the Northern Reaches: Vestlander teer is eagerly awaited, as are the appear- rather than the narrowly defined game
(which retained about 30% of its old Anta- ances of Wendar and Norwold. I hope term (medieval Europe did have landed
lian roots) and Ostlander (about 45%). A there wont be any major clangers like knights.) Beware of the nasty term rules.
host of more-or-less distant derivatives the mix-up over the Viper and Tiger Clans What you call rules should only be regard-
have spread into various regions like in GAZ14. ed as guidelines to help you manage your
Eusdrian and the northern barbarian Sorry, no new Trail Maps will be pro- campaign and have fun. No one will come
tongues (35% old Antalian and 25% an- duced anytime soon. We plan for the after you if you decide to play the game
cient Neathar). True Antalian is spoken in Heldannic Knights to make their appear- one way or the other.
the Hollow World. Use these percentages ance in 1993 in a new Gazetteer that will
as guidelines for linguistic checks. Roll be part of a new (bigger? better?) series.
once for each language to establish the More later on this.
50 MAY 1992
More Magic for
Beginners by Gregory W. Detwiler
Artwork by Robert Klasnich
Low-weight equipment
For thieves, mountain climbers, fast
scouts, etc., these items are extremely
useful. Weight and encumbrance may be
reduced by half (rounding down) or elimi-
nated altogether when these weapons and
armor are used instead of ordinary ones.
No additional advantages are given in
combat, though they do count as magical
for attack purposes against certain mon-
sters. Low-weight weapons and armor
give 10 XP each to the maker, while the
weightless versions award 20 XP.
Aquatic items axes, horsemans weapons like small trouble. The award for creating such
Ideal gear for the fledgling underwater maces, or for battle axes and footmans items is 150 XP each.
adventurer, these are weapons and suits of weapons; any type of polearm head can
armor that are +1 only underwater. After appear on a haft of conjuring. Each type of Bladehammers & piercing
all, since the PCs will be out of their ele- item of this sort may be used three times a
ment underwater, they may need advan- day. If not turned off by another com- Aside from immunities to fire, magic,
tages that they would not need on dry mand word, an item appearing will last for and nonmagical weaponry, some monsters
land, their home territory, and also a place a full 24-hour day. The XP value to makers have at least partial immunity to edged or
where they may use fire and all spells is 100 XP. blunt weaponry. This is where bladeham-
normally. Aquatic weapons and armor cost mers and piercing head weapons come in.
half as much as their normal +1 counter- Racial items The former are otherwise ordinary edged
parts. Note that free action is not included Racial weapons and armor (the latter or piercing weapons that can hit monsters
in their powers, so an aquatic long sword including rings and other protective de- such as skeletons that have partial or full
+1 will still be difficult to swing undersea. vices) are +1, but only when being used immunity to normal weapons of that type,
The DM may provide these weapons and by a member of the race that created doing normal damage. The latter are
armor with free action ability (only while them. While it is possible, of course, for smashing weapons like maces that can hit
underwater, of course) for an XP value humans to make magical items of this sort, and do normal damage to monsters that
equal to that of a normal +1 weapon or their main purpose should be to add more are normally immune to blunt weapons.
suit of armor. interest in the demihuman and humanoid Note that this does not apply to creatures
races. Because these items are not so of either type (such as stone golems) that
Hilts of conjuring versatile as regular magical items, even a can only be struck by magical weapons.
These are plain sword hilts, ax or mace relatively weak humanoid tribal shaman Bladehammers and piercing head weapons
handles, or polearm hafts without their or witch doctor could make one with a are worth 500 XP each to their makers.
bladed heads. When the appropriate com- great deal of effort. When the owner
mand word is spoken, the head or blade of fights a foe of another race, he will always I hope this second collection of low-level
the desired weapon will magically appear have the satisfaction that a victorious foe magical items will be useful to PCs and
from the hilt, handle, or haft, doing the wont get the same advantage from his DMs alike, increasing the variety of magi-
same amount of damage as a regular magical item that he did. As for beefing up cal items in the game without causing the
weapon of its type. No magical bonuses to humanoid foes without upsetting game players to advance too fast. Its better than
hit or damage are granted, though the balance, you could equip an entire tribe of leaving a sword +5 and armor of ethereal-
weapon counts as magical for attack pur- orcs with orcish chain mail +1 and orcish ness in the local orcs lair.
poses against certain monsters. Sword scimitars +1; if the heroes win anyway,
hilts can project any type of sword blade they wont be able to use one bit of the
requested; handles can be used for hand magical stuff that gave them so much
DRAGON 55
If you love clues, you'll love this column
Welcome to our almost-annual Mostly putes Guide to the Super NES. The book pose of creating new entertainment soft-
Hints column. We hope these hints details the real mechanics of the games, ware categories, including educational enter-
prompt you to consider the welfare of with screen shots displaying how to per- tainments, or edutainments, and informa-
other gamers. After all, we are in the form some of the strategies the book de- tional entertainments, or infotainments.
business of game enjoyment, and hints scribes. Its also full of explicit hints, tips, Inline Design, a publisher of Macintosh
and tips from readers who have confront- and game secrets to help you master the games, recently moved to new offices at:
ed difficult game situations allow us all to challenging games of the Super NES. 308 Main Street, Lakeville CT 06039-1204.
thoroughly enjoy our games. If you wish Electronic Arts is getting into CD-ROM Its telephone number is (203)435-4995.
to answer a H.E.L.P. question or have a products in a big way. The company is ex- Sierra has redesigned Quest for Glory.
general tip that you think will aid others, panding its studio organization with the pur- Not only is the adventure to be offered
send your postcard or letter to the address with full VGA support, but the animation
at the conclusion of this column. Be sure is based on true-model rendering.
to indicate which computer version your Atari has decided to extend its special
hints apply to, as versions for some com- Computer games ratings deluxe value package. The bundle includes
puters do differ. Thanks, all, for your the color, portable Lynx system, the Com-
continued interest and feedback on The X Not recommended Lynx communications cable, six batteries,
Role of Computers. * Poor a carrying pouch, and the California
** Fair Games cart. The price is $129.99, with the
KnightLine *** Good basic Lynx system continuing to sell for
If you own a Super NES system, wed **** Excellent $99.99. The company is now also selling a
like to plug a new book weve co-authored ***** Superb sunshield for $4.99 and a battery pack for
with Steven Schwartz. Its called Com- $14.99 that gives you 30 hours of play. You
DRAGON 57
can also find a new Atari Lynx forum on Mech. He should reach the site before any
CompuServe; just type GO LYNX. firing takes place, and his is the only
Mech necessary to finish the scenario
H.E.L.P. (though the Kurita lance commander must
Richard Greene of Maple Hill, N.C., is remain alive!).
having one heck of a time with BATTLE-
TECH: The Crescent Hawks Inception. As
I write this letter, I have two Mech- Reviews
Warriors, one Technician, and one Doctor.
I have invested millions of credits. I have Warbirds ****½
also located the Star League cache, Fa- Shanghai *****
thers Phoenix Hawk L.A.M., and all of the Block Out *****
color-coded keys for the doors. I have Ishido *****
attempted 47 different lines of communi- Atari
cation to Hesperus II in order to receive Atari Lynx versions Prices n/a
liberation from the planet. All of this has Atari has fulfilled its promise. These are
become very trying, and I dont know just four of the exciting new cartridges for
what to do next. Please help! the portable Lynx unit. Three of the four
John Swendsen of Brooklyn, N.Y., has a are conversions from popular computer
simple request: Does anyone know what of the game, you should have enough games, while the fourth is a great simula-
to do with the keys in Wasteland, PC/MS- firepower to defeat anything that comes tion.
DOS version? your way! Warbirds allows the player to become a
Some additional Wasteland questions In answer to the plea from Ryan Leath- World War I pilot. To shoot down enemy
have been received. Bryan Schroeder of ers regarding SSIs DragonStrike, pub- planes, you are given a variety of options
Highland, Ind., asks, What are you sup- lished in issue #178, Neil Bly from including unlimited ammunition and
posed to do after destroying Base Cochise? Magrath, Alberta, comes to the rescue. changing the amount of damage your
Also, how do you destroy the monster in When you start out, fly to the island. aircraft can take before it explodes. Five
Finsters Mind Maze? Is there a rank high- Dont worry about the boats. When you scenarios are available that have you fly
er than Command Cadet? Finally, what is reach the island, dont bother fighting the ing against one to three enemy pilots
the Grazer Bat Fetish used for? first dragon right then, because it really whose skill levels vary from newcomer to
We receive many hints that relate how wont do you any good. Once you are ace. The flight controls are easy to learn,
to duplicate items for characters in fantasy completely above the island, charge the and the user can look ahead, behind,
role-playing games (FRPGs). However, none dragons. Try to take the dragons on one above, and to the left or right of his plane.
have been more succinctly written than by one. To defeat each dragon, use your Warbirds doesnt allow the player to com-
the letter we received from Douglas Thur- paralyzation gas on them. Stay as close to plete unrealistic maneuvers, and the ef-
man of Honolulu, Hawaii. He writes specif- the ground as you can so that when you fects of stalls and turns are handled quite
ically about SSIs games: paralyze the enemy, they will crash. well. The one feature that sold us is the
What is the one thing all players wish If you get any enemies on your tail, units ability to link up with three other
they had when playing AD&D® games? wait until they fire their breath weapons. people, each player flying a separate
Magic for everyone! In completing Pools of Then, quickly turn around and charge plane. Each player has a first-person per-
Darkness, all my characters had an AC of them, avoiding their breath. (By the way, spective of the game, a very addicting
at least -20, and all possessed duplicate this particular strategy works well on all mode of play, especially when you have
wands and weapons and all the Arrows levels!) Keep doing this, and you should be four people sneaking around the sky try-
+4 they could carry. This is how I man- able to complete the mission once youve ing to destroy each others planes.
aged this process: defeated all the dragons. Good luck! Back on the ground, the other three
When you find a good item you want Last year, in issue #172, we published games are a group of highly successful
more of, find a training hall or the opening some clues from Theron Martin and Mar- computer games converted to the Lynx
screen of the game, then save your game vin Rush dealing with BATTLETECH II. machine. The first one is Shanghai, a tile-
(just in case the following hints dont work Robert T. Wahl of Browns Mill, N.J., has moving puzzle game that could best be
on your computer!). some additional hints to make regarding to described as the Orients solitaire. Two
Create a fighter with 18/00 strength their tips. Their clues work well, except players can link up to cooperate or chal-
and name him anything, as long as you their last hint proved less than adequate lenge each other on a puzzle. The graphics
can remember that name. Remove one for me, so I found an alternative. The for the Lynx are detailed enough to help
character from your party and add your scenario is the second mission on Luthien, the player despite the small screen size.
new fighter. Give the fighter the magical after the ammo carriers have been escort- The music quickly becomes repetitive, but
items you wish copied, then remove him ed to safety. Martin and Rust suggest evad- it can be turned off. This game is surpris-
from the party. ing the Clan Mechs until reinforcements ingly addictive, and you can find yourself
Add the fighter again and dump the arrive. Ive found that hiding works better. spending 15 minutes to complete a game.
items in his inventory to other characters. Move Jasons Mech a short distance north- Block Out is probably one of the better
Remove him when you are done. When ward (I went from L20 to F80) behind a Tetris-type games available, even rivaling
you are asked if you want to overwrite the mountain and shut down. Jasons Mech is the original. The Lynx offers detailed
character, answer No. The game then asks the important one to hide; the rest of his graphics for a highly addictive game. The
you for a new name to save the fighter lance and any remaining lances can hide perspective looks down at a pit with grid
underI name him 1 so I can speed up elsewhere. If youre out of the Clan walls. The object is to set blocks of differ-
the process. Mechs line of sight and shut down, they ent sizes and shapes into the bottom of the
Continue in this fashion for any and all wont come after you. When the Kurita well without filling up the pit. Completely
items in any of the games except Pool of assault lance comes, have them Stop in covering a level with blocks makes them
Radiance, in which you need two separate place. The Clan lances should be just sit- disappear. The game moves faster as you
disks to accomplish this feat. Just make ting in place. When the call comes to move proceed, allowing less time to maneuver
certain you dont overwrite the original to the transport site, move the assault the blocks properly. Sooner or later, the
fighter file by overwriting him when you lance at running speed first to get the blocks reach the top of the pit to end the
only take some of his stuff! By the middle enemys attention, then move Jasons game. The difference between this game
58 MAY 1992
Bill Parker
Panama Beach FL
DRAGON 59
something in the meat locker. time you do this, you gain about 14,400 XP. offset most of the penalties.
4. If you are particularly overburdened Gain as many levels as you wish, then Resur- 3. Upon spotting a mind flayer on level
with inventory, we found that turning rect your dead characters. 11, retreat around a corner, then wait.
stuff into spells really lightens your load Brian Young The illithid will eventually appear, facing
and enables you to pack quite a wallop. Honolulu HI away from you. Four blows by melee
5. Refrain from using those great spells weapons should slay the mind flayer be-
Holy Blast and Telekinesis while youre in 1. Pick up all bones; they can be resur- fore it can utilize its powerful, paralyzing
the Catacombs, no matter how tempted rected by the dwarven cleric on level four, psionic attack.
you might be! and they will become NPCs. Yuuta Sasahi
The Lessers 2. Be careful when dealing with doors Toronto, Ontario
on level four. Some of them open into the
Eye of the Beholder (SSI, all versions) spider lair. If you dont have it mapped, Gateway to the Savage Frontier (SSI,
The following tips work best with a you could wind up poisoned or killed. The all versions)
single-class cleric and mage, or a multi- best way to spot if the doors are one-way 1. When you are sent back to Yartar to
classed cleric/mage or fighter/cleric/mage. doors is to look at the other side of the destroy the kraken base, dont get discour-
In order for this to work, your mage must door for a circle. If the circle is there, aged if you cant find it, because they will
be able to cast both the Lightning Bolt and your best bet is to shut the door. find you when you least expect it!
Fireball spells, and he should be 7th level. Daniel Schorr 2. In the city of Llorkh, be prepared for
A Wand of Lightning or Wand of Fireballs APO New York a large battle before entering any taverns.
would be very handy. 3. In the city of Ascore, you must find
1. Go down to Level 6, the kenku level, 1. To complete the special quest on the the Wand of Defoliation before accepting
and find the three-by-three square room first level, put a dagger on the shelf after Vaalgamons challenge.
with two doors. One door is in the north, you have taken the scrolls of Armor and 4. The best strategy for defeating the
and the other is in the south. On both the Bless. When you retrieve it, it will be shambling mounds is a combination of Stink-
east and west walls are three small holes. magical and very strong; it will kill most ing Clouds and the Wand of Defoliation.
Darts shoot out from them when the trap creatures of this level with one strike. Resse B. Jones
is triggered. In the center of this room is a 2. Xanathar can be a deadly foe, especial- Brigham City UT
circular trigger. Once you have found this ly if you dont have the Wand of Silvias. If
room, kill the kenkus (if any), then close you dont have this item, he can still be Les Manley in: Lost in L.A. (Accolade,
both doors. Save the game now! defeated by this process: all versions)
2. Have your mage memorize as many a) Open the door to his chamber and 1. To get into Lous entrance, give the
Lightning Bolt spells as possible. Then listen to what he has to say, then choose boyz a bandanna. But, make certain youve
have him face the wall and cast a Light- attack and retreat immediately or else talked to Blade first!
ning Bolt. The idea here is to eventually you will be greatly wounded, or even 2. Blades real name is Peacechild.
kill all of your characters except for your killed; 3. To get rid of the zombie bimbo girls,
best mage and cleric. Dont worry if your b) Retreat backward about three spaces try flashing your K-Mart card.
cleric isnt high enough to cast a Raise and step on a pressure plate that closes The Lessers
Dead spell. Hell be able to cast it in no the door to his chamber;
time, and his constitution wont decrease c) Give your two strongest weapons to Might and Magic I (New World Comput-
by one. Make certain the character you your best fighters and put them in the ing, all versions)
want to kill is in the front row and also in front ranks; 1. The hardest thing to find was the
the same column as the mage. If the target d) Open the door again and step for- ruby whistle. Zam and Zoms clues hint
character is still not dead after the mage ward. Xanathar will be wandering back that it is located at C1 15,15, but some-
casts all of his Lightning Bolts, use the and forth, but will not attack you yet. thing has to be done before it appears.
Wand of Lightning or Fireballs to finish For the next part, I suggest using the Keep checking that location throughout
that character off. cursor keys for movement and the mouse the game; itll be there sooner or later!
3. After the character is dead, swap the for fighting, as you can accomplish both 2. If you decide to exchange gold for
dead character with another character much faster. experience points, I suggest giving all of
that you want to kill off. Bring the new e) When Xanathar is directly in front of your gold to your sorcerer, because his
character to the front row and repeat this you, step forward, have a fighter swing higher-level spells come in handy when
process until only your best mage and his sword, and retreat to the pressure you first start out.
cleric remain alive. plate to close the door. Repeat this several 3. The High Clerics of the South are
4. Go to the center of the room and face times until Xanathar is defeated. If you are located in the Dungeon Ruins under Dra-
south. Walk back and forth across the trap very fast, you can get a swing in with both gadune, on the third level at 12,0.
to trigger it, and youll hear many clicks. fighters before retreating! 4. To get to the room at the center of the
Keep moving one step forward and one Brian Guilbault circular passage in the legendary Castle
step back until youve heard about 40 Royal Oak MI Doom, use your Jump spell often and keep
clicks. track of which spaces have teleports so
5. Memorize all the Fireballs and any 1. Beholder BonusesLevel 9: In the that you can avoid them.
other offensive spells possible. Then rest room where one can change gems into 5. When the Succubus Queen is discov-
and save the game. (As you come back to jewelled keys, throw any key at a wall ered, all males are automatically para-
this step later, make sure you know what with the message reading, It is written, lyzed. The more females in your party, the
your characters target experience points the key lies on the other side. You will be better your chance of escaping.
are, and save the game just before they able to retrieve the key and obtain three Jeff Ciarniello
gain a level. This way, if you are not satis- Orbs of Power. Poland OH
fied with the hit points they get, you can 2. Get high strength stats (16 or above)
load the saved game and try again.) for your two front-row PCs. Always keep Might and Magic II (New World Com-
6. Open the south door, and you should the two best melee weapons and two short puting, Macintosh version)
see three to seven kenkus. They are worth swords in their hands. Yes, shields will go 1. Dont worry about low ability scores.
3,600 XP each (three times the XP of a party to waste, and yes, the PCs will receive From days 140 until 170, you can find the
of six). After killing them, close the door and penalties should they not be of ranger circus in B2 at 14,4. If you know where to
60 MAY 1992
find the crazy old man and the Inner 1. You can visit the arena at any mirror Wasteland (Electronic Arts, all versions)
Limits, your group can get all 100s for portal to pick up those last few experience 1. Select your beginning skills carefully.
ability scores with a little persistence. points necessary to gain a level. Some of the skills that have little or no use
2. Although you might think a character 2. Dont be afraid to drink from the in the game include knife fighting, pugil-
must go alone to complete his task, a rob- wells. ism, knife throwing, acrobatics, gambling,
ber can accompany him. Five robbers can 3. You will pick up many valuable weap confidence, sleight of hand, forgery, bu-
be created to go with your character to ons and items if two of your characters reaucracy, cryptography, and metallurgy.
act as fodder. obtain the mountaineering skill and move 2. Some of the more important, must-
3. Try bringing a character with Linguist through all of the mountains. have skills include climbing, swimming,
skill to C3 at 0,7 to find a friends name. 4. Joabary is the password to the clip pistol, perception, assault rifle/SMG,
4. You cant be burned by lava if youre dungeon of Whiteshield. AT weapon, picklock, medic, doctor, and
above it. 5. The missing brother is Epsilon. energy weapons.
5. Rumor has it that Mist Warriors can 6. Seek several Ultimate Power Orbs in 3. When your characters advance a
actually make their swords dance. the Cathedral of Carnage. level, make sure to add at least one skill
6. When in the past, Protection from 7. In the cathedral, if you use the key, point to that characters I.Q., as this allows
Elements can be the savior of many an the moose becomes weeds. The field deac- you to obtain more skill points and thus
adventurer. Also, avoid Element Hydras. tivation code is JVC. more skills. Try to have a 23 I.Q. by the
7. Air and Earth Elementals can be a 8. Drink from the cups, but watch out time everyone reaches Vegas.
great source of experience and weapons for the hangover! 4. Some passwords in the game are as
for level 19+ characters. 9. When you finally get the orbs, give follows: MUERTEcourthouse in Quartz;
Nathaniel Levy them to a king for 1,000,000 experience CRETINblack market in Darwin Village;
Upper Montclair NJ each. However, the king gives you only BIRDFat Freddys in Vegas; KESTREL/
1,000,000, no matter how many orbs you CRUMBFaran Brygo in Vegas;
Might and Magic III (New World Com- present to him simultaneously. To collect EINSTEINTemple in Vegas; REDHAWK
puting, all versions) the most experience, give the king one orb Savage Village; and PROTEUSFinsters
1. When starting the game, dont be afraid at a time for 1,000,000 each time. Chambers.
to go outside. Dont stray too far, and dont 10. The word for Castle Blackwind is 5. To complete the Checkerboard Test at
forget about Mr. Wizard at Level One. ten. the Temple of Blood in Needles, do the
2. Make sure to travel around all of the 11. The word for Castle Greywind is following: Enter, go north once, west four,
swamp lands; the talking skulls can pro- circle. north twice, east five times, south once,
vide very important information. Ken Holst east twice, north four times, west twice,
3. In my experience, while hand-to-hand Eugene OR south once, west four times, north twice,
combat is good, spell-casting is much bet- east twice, then answer 30.
ter. I would suggest that the spell-casting 1. Take the equipment from the pre- 6. Before entering Vegas, make certain to
fighters (paladin, ranger, and archer) are rolled characters and give it to your own strengthen your party with some NPCs.
much more useful, especially later, than characters. Some of the better NPCs and their loca-
the pure fighters such as the knight, 2. It is probably easier for starting char- tions include: Aceoutlaw hideout in
barbarian, and ninja. acters to fight the orcs and goblins outside Quartz; Christina: downtown Needles;
4. Get the Gold Keycard (you need the city, instead of the moose-rats inside. Mad Dog Fargo and Metal ManiacGilva
fantastic strength to break glass) to enter 3. Equip as many characters as possible Tavern in Darwin village; Covenantjail in
the pyramids. Youll find more clues and with bows. Vegas.
answers inside than anywhere else. 4. Seek out Kranion in Fountain Head, as 7. When your party is at the final level
5. To enter Castle Whiteshield, your he starts your first quest. in Base Cochise, as you are nearing the
heroes must be Crusaders. You can get this 5. There is an orc outpost on the other end of the game, make sure you have four
skill for all of your characters in the old side of the western mountains. keys and that you know how to use the
Moo Cult temple, but watch out for pits. 6. Dont face the priest of Moo until one Disband command.
6. The order of difficulty for towns is: of your spell-casters learns Protection Patrick Desmarais
Fountain Head, Bay Watch, Waldabar, From the Elements. Jaffrey NH
Swamp Town, Blistering Heights. You will 7. It is best to explore south to Baywatch
have to fight monsters in all of the towns, before exploring to the east of Fountain Well, thats it for this month. Send your
so dont go to a new town unless youre Head. hints and tips to: The Lessers, 521 Czerny
ready. Also, the dangers in the surround- 8. There are lots of undead in Baywatch. Street, Tracy CA 95376, U.S.A. No calls,
ing area correspond to those in the towns. Be sure to look in the pits. please! And dont forget to look for Com-
Its best to go to Blistering Heights when 9. Look for Brother Alpha. Cast Levita- putes Guide to the Super NES at your
Swamp Town can no longer train you. tion when venturing into the caverns favorite bookseller. Additionally, we are
Outside Blistering Heights, make certain below Baywatch. about to write the definitive book on Mac-
you have fire protection, as every step can 10. Get Path Finding as soon as you have intosh gaming. Youll be the first to hear
be painful. Dont stray too far-major the funds. about when and where itll be available.
devils, demons, and hydras abound. 11. There is a secret chest in the War- Until next month, game on!
7. Obsidian appears to be the best mate- lock Hills.
rial for weaponry, while diamond or obsid- 12. Be sure to get all of the skills that
ian materials are the best for armor. you can buy in Evil Eye Forest.
8. The following are mirror key words 13. Be sure to go to Mount Keystone.
that are useful: Home-Fountain Head; 14. Be cautious before searching the
SeadogBay Watch; FreemanWaldabar; huts in Thorn Blossom Orchard.
DoomedSwamp Town; Redhot 15. The ninja in Waldabar are easy to
Blistering Heights; Firefire island; Air beat, but be sure to use the fountains and
large ice island; Earthdesert island; wells.
Waterswamp land. Bob Tarantino
Marc Evensen Etobicoke, Canada
Encino CA
62 MAY 1992
NEW PRODUCTS FOR MAY RR5 Van Richtens Guide to Ghosts FRQ1 Haunted Halls of Eveningstar
AD&D® game RAVENLOFT accessory AD&D® game FORGOTTEN REALMS®
GAMMA WORLD® game, 4th Edition by William W. Connors module
Role-playing game rule hook Follow Dr. Rudolph Van Richten, the leading by Ed Greenwood
by Bruce Nesmith and Jim Ward authority on the supernatural in the One of the creators of the FORGOTTEN
The classic TSR science-fantasy game is back, RAVENLOFT setting, as he reveals how to hunt REALMS® setting, Ed Greenwood details the
and its better than ever! For the uninitiated, the the ghosts that lurk in the blackest shadows of town of Eveningstar and its environs in this 32-
GAMMA WORLD® game is set in a weird, far- midnight. For countless years, Van Richten has page module. Contained within is source materi-
future world, centuries after humanity tried its traveled the misty roads of Ravenloft on a al for the town of Eveningstar, near Cormyr,
best to destroy itself. Now strange, sentient mission to destroy the undead wherever they and an adventure in the Haunted Halls that is
mutants-people, animals, and plantsas well as might be. Now, your characters can join him on easily expanded upon to become a great starting
robots roam and rule this twisted landscape. his courageous quest as he tells all that he has point for a FORGOTTEN REALMS® campaign.
New features contained in the 192-page book discovered about the incorporeal undead. He This adventure is great fun for both AD&D®
include character classes, improved character explains their origins, the passions that draw game novices and veterans.
advancement, and a detailed campaign section. them back from beyond the grave, and the $6.95 U.S./$8.50 CAN./£4.50 U.K.
$20.00 U.S./$24.00 CAN./£12.50 U.K. horrible powers bestowed upon them in unlife. Product No.: 9354
Product No.: 7514 $10.95 U.S./$13.50 CAN./£6.99 U.K.
Product No.: 9355 Thunder Rift
MHR1 X-Forces: The Mutant Update D&D® game accessory
MARVEL SUPER HEROES game MC 13 AGQADIM Appendix by Colin McComb
accessory AD&D® 2nd Edition game accessory This is the first entry-level accessory for the
by Anthony Herring and Scott Davis by Wolfgang The Baron Baur and new D&D® boxed game. This 32-page book
Useful on its own, or as a supplement to TSRs Steve Kurtz provides a minicampaign setting where
1990 UNCANNY X-MEN Special! set, this Meet the wild, ferocious inhabitants of The Dungeon Masters can place their adventure
sourcebox provides detailed histories of all the Land of Fate. Within this 64-page supplement to modules. The product also describes several
X-teams from recent story lines. Current mem- the Monstrous Compendium line, youll find villages, complete with descriptions of impor-
bers of all the teams are detailed, including the noble and tasked genies, desert centaurs, giants, tant NPCs for the player characters home
time-traveling X-Man, Bishop. This sourcebox ghuls, werelions, winged serpents, undead towns, plus plenty of creatures for your entry-
contains two books, numerous character giants, numerous sea creatures, and many level PCs to battle.
foldups, and an action-packed poster of Marvels others gleaned from Persian and Arabian my- $6.95 U.S./$8.50 CAN./£4.50 U.K.
mutants, done by Marvel artist Tom Morgan. thology and adapted to AD&D® 2nd Edition Product No.: 9357
$15.00 U.S./$18.00 CAN./£8.99 U.K. game statistics.
Product No.: 6905 $10.95 U.S./$13.50 CAN./£6.99 U.K. 1993 DRAGONLANCE® and Other Worlds
Product No.: 2129 Calendar
DMGR4 Monster Mythology by TSR staff artists
AD&D® 2nd Edition game accessory Fantasy Collector Cards This calendar features the artwork of TSRs
by Carl Sargent 1992 Series, Part One talented Gerald Brom, Clyde Caldwell, Jeff
Even the nonhuman races such as elves, by TSR staff Easley, and Fred Fields. Thirteen of their visions
dwarves, drow, and the humanoids have legend- One of 1991s hottest collectibles is back, of the DRAGONLANCE®, FORGOTTEN
ary figures and deities. This 128-page accessory offering even more unique and interesting REALMS®, and DARK SUN settings fill this
explores the murky worlds of witch doctors, characters, monsters, and items for the discrim- calendar that opens to a full 13 × 24 inches.
shamans, monstrous avatars, and the clerical inating AD&D® game player and card collector. $9.95 U.S./$11.50 CAN./£6.99 U.K.
magic of these races. In addition, this book is This years series features new, full-color art- Product No.: 8893-1
the perfect supplement to the AD&D® 2nd work on one side and valuable game informa-
Edition games Legends & Lore book. tion on the other. Get yours and get them The Night Parade
$15.00 U.S./$18.00 CAN./£9.99 U.K. earlythese wont last long! The Harpers, Book Four
Product No.: 2128 $1.00 per pack U.S./$l.25 per pack CAN./ by Scott Ciencin
80p. U.K. incl. VAT In this dark fantasy tale, Myrmeen Lhal, the
Product No.: 1075 seductive ruler of Arabel, enlists the aid of the
NEW PRODUCTS FOR JUNE Harpers in a war against the Night Parade, a
CR2 Priest Spell Cards shadowy group of creatures who gain suste-
Dragon Kings AD&D® 2nd Edition game accessory nance from human fear and misery. If she loses
AD&D® game DARK SUN accessory by TSR staff the war, she may never find the daughter she
by Timothy B. Brown Now players who have priest PCs can assem- thought lost 14 years ago.
Only the most powerful characters are des- ble spell books with all the clerical spells their $4.95 U.S./$5.95 CAN./£3.99 U.K.
tined to rule Athas. Warriors with vast armies of characters need to know. Each card contains all Product No.: 8492
followers campaign for glory; rogues become the pertinent information necessary to use the
masters of illusory magic to further their deadly spell during an AD&D® game session. These Unless otherwise noted:
schemes; spell-casters who can also master attractive and durable cards are both portable ® designates registered trademarks owned by TSR, Inc.
psionics open whole new tomes of magic availa- and a terrific time-saver for players and DMs. ™ designates trademarks owned by TSR, Inc.
©1992 TSR, Inc. All Rights Reserved.
ble only to them. This incredible addition to the $18.95 U.S./$22.95 CAN./£13.50 U.K. incl.
DARK SUN campaign setting presents the most VAT
MARVEL SUPER HEROES™ and all Marvel characters and
powerful characters, magic, and psionics ever! Product No.: 9362 the distinctive names and likenesses thereof are trademarks
$20.00 U.S./$24.00 CAN./£ 11.99 U.K. of Marvel Entertainment Group, Inc. and are used with
Product No.: 2408 permission.
64 MAY 1992
66 MAY 1992
What happens to adventurers who dont go adventuring?
by Len Carpenter
Artwork by Dan Burr
An important though rarely discussed needs of their temple or school. among the poor to heal their illnesses, fill
nonplayer character in both D&D® and Parish priests: While some priests their bellies, celebrate their births, lament
AD&D® games is the nonadventuring work to achieve the ambitions of their their deaths, educate their young, sanctify
classed character, particularly the spell- religion by making war upon the foes of their marriages, and exorcise their evils. A
casting priest or wizard who lives a set- their patron deity and performing heroic caring priesthood will try to provide many
tled, sedentary existence without ever feats, many members of the clergy serve social services a government is unable or
experiencing the perils of wilderness treks other functions. They reside with a local unwilling to finance.
or dungeon expeditions. Not every priest temple to serve the faithful on a daily basis The majority of clerics may never
and wizard in a campaign world pursues a and conduct the proper ceremonies on achieve glory and renown by undertaking
life of adventure. Many prefer to establish religious holidays. Others live as cloistered the perilous quests that are the meat and
themselves in one place to worship in a monks to preserve their churchs teach- drink of the warrior-priest, yet these
monastery, research spells in a lonely ings and knowledge and to regularly medi- sedentary priests serve the faithful never-
tower, or serve a local community. Because tate on their deitys divine purpose and theless. While these priests may lack the
such NPCs lack the broad range of experi- wisdom. Some travel the roads of civilized martial prowess and courageous heart of
ences known to adventuring characters, lands to spread their views and visions the holy crusader, they ultimately prove
these sedentary priests and wizards must from town to town or visit sacred shrines more necessary to the societies of a cam-
be handled differently from the daring on eternal pilgrimage. paign world through their daily involve-
adventurers run by players or the sea- Clerics who forego the path of the ment in the lives of humans or
soned NPC heroes and villains accustomed warrior-priest believe their role in life lies demihumans.
to the hardships and dangers of a life of in performing less spectacular and cele- By performing a broad range of deeds
travel and exploration. brated, but nonetheless essential, acts to aimed at helping the faithful and further-
serve their deity. Such priests operate ing the ideals of his religion, we assume
Sedentary spell-casters charitable institutionsorphanages, hospi- that the priest who dedicates decades of
Not all wizard and priest characters tals, retirement homes, or hostels that his life to the less glamorous works of a
follow the adventuring life, earning their shelter weary pilgrims who pay homage at priesthood can advance to very high levels
experience points by battling monsters the local holy shrine. Charismatic priests of experience and attain ever greater
and looting treasure hoards. Many prefer spend day after day in busy marketplaces, positions of authority within his temple.
a more settled existence as a full-time extolling the virtues of their religion to all The prelate of a sea god who blesses ships
member of an established temple or school who will listen. Learned and insightful before each voyage, the cleric of a goddess
of magic. They earn their experience priests act as advisors to the faithful, pro- of healing who daily ministers to the sick
points slowly but surely by researching viding recommendations on international and injured, and the priestess of an agri-
spells, creating magical items, or casting relations or offering marital counseling to culture deity who travels the countryside
spells to fulfill the day-to-day aims and commoners. Dedicated priests dwell to insure the prosperity of yeomen
DRAGON 67
farmers all earn their experience points wizard can ultimately achieve experience ence can be expressed in the form of
through unexciting yet worthy pursuits. A levels as high as those attained by their personality traits assigned when the
dollop of experience points earned every more adventurous fellows, the character Dungeon Master creates the character. An
day can reap just as great a reward as the who stays safely at home cannot claim to NPC wizard may prove a coward in the
occasional heap of points acquired from be as skilled in his classs abilities as the face of real danger, lacking morale and
intermittent adventures. warrior-priest or adventuring wizard. showing incompetence in the act of self-
Metropolitan mages: Many wizards Sedentary NPCs seldom engage in melee defense. An enchanter might remain
never pursue the rapid but risky path to with strange monsters, cast spells in the steady when confronted by mundane
power followed by adventuring mages. face of enemy missile fire and spells, make perils but express wailing despair at the
Instead, they progress along the slow but saving throws to avoid life-threatening sight of undead beings. A cloistered abbess
steady road to success by attending school events, or use other character skills under on her first holy mission may be so overly
regularly, serving a lengthy apprentice- enormous pressure and stress. Hence, eager to prove herself as to make mistakes
ship, studying tomes long into the night, nonadventuring priests and wizards in melee or spell phrasing that a cool
researching new spells, or creating magi- should be given certain limitations or professional routinely avoids. A haughty
cal items for sale or personal use. penalties to their capabilities and skills to patriarch of many years experience in
Experience points often come more reflect their inexperience in the art of royal courts, with their flatterers and
slowly to the abjurer or enchantress who adventuring. For example, a high-ranking sycophants, might be confident in his
completes goals less exciting than those cleric from a peaceful metropolitan temple spiritual powers to the point of foolhardi-
achieved by the adventuring wizard, but might never have laid eyes on a real super- ness, believing even a half-hearted effort
at least the homebody spell-caster stands a natural monster; he shouldnt be as adept on his part is more than a match for any
better chance of dying in his bed after a at turning undead beings as a warrior- opposition. Developing a well-detailed
long and fruitful life than the thrill-seeker priest whos destroyed more wights than a personality profile and background for an
who trades fireballs and death fogs with halflings had hot dinners. And suppose an NPC before the character is brought into
evil necromancers. The sorceress who illusionist who has never known a moment the campaign can later provide invaluable
secludes herself in patient study or the more stressful than casting a programmed guidance when the DM must know how
mage who plays an active social and politi- illusion for the grand duke at court is the character should react or perform
cal role in the service of his guild can surprised by a raiding party of hobgoblins during an adventure situation.
become as skilled a spellbinder as the on her way to town from the dukes hunt- The most obvious penalty to impose on a
adventurer who snatches what bits of ing lodge. She might well panic and blow nonadventuring NPC lies with the charac-
arcane knowledge she can between her casting of a wraithform spell in an ters morale. Depending on his current
dungeon expeditions. encounter that an adventuring wizard state of fear or unsteadiness, the character
would treat as no more than an amusing may suffer a -1 to -5 penalty to his
Penalties of a quiet life diversion. morale rating. This modifier may be treat-
While the parish priest and professorial To start off, an NPCs limited life experi- ed as a permanent penalty that applies in
all stressful situations if the character
lacks overall adventuring experience or is
generally undependable. The DM might
instead handle the penalty as a situational
modifier that applies only when the char-
acters particular fear comes to the fore,
such as when an invoker with an irratio-
nal fear of spiders encounters a party of
driders.
The morale penalty can be reduced or
even eliminated with time, as the charac-
ter gets used to the unusual perils of the
adventuring life. The penalty may dimin-
ish at the rate of one point for every 1d4
weeks of further adventuring. For exam-
ple, a sedentary priests overall -3 morale
penalty falls to -2 after three weeks, to
-1 after another two weeks, and disap-
pears entirely as the priest is seasoned by
an additional four weeks of campaigning.
A specific phobia can be harder to treat
and will likely take twice as long to reduce
by habituation as a general morale penalty.
A sedentary spell-caster might also risk
spell failure when placed under unaccus-
tomed stress. This chance of failure should
vary from 5% to 25%, depending on the
degree to which the spell-caster feels
fearful or excited. This chance is cumula-
tive with an already existing chance of
spell failure, such as for a priest with a
low wisdom score or when a spell-caster
casts a spell from a scroll that is too high
in level for the caster to use (see page 145
of the AD&D 2nd Edition DMG). As with
the morale penalty, this chance of spell
failure may be reduced by 5% increments
for every 1d4 weeks of campaigning.
AD&D is a registered trademark owned by TSR, Inc.
MAY 1992
As another option, a nonadventuring than his actual level when he attempts to somewhat active priest will have earned
character could stand a reduced chance of turn undead. The reduction depends on only 1d6 hp per level up through 9th level,
success when using a character ability, the priests own number of encounters while a truly idle or slothful priest will
class skill, or nonweapon proficiency with undead and his current state of anxi- have gained only 1d4 hp at each level until
during a moment of great pressure. A ety and morale. This reduction diminishes 9th. At 10th level and above, all sedentary
penalty of -5% to -25% may be imposed gradually as the priest becomes inured to priests will acquire only one additional hit
on a skill use that requires a percentile- encounters with undead and gains confi- point per level, not the two points per
dice roll, or a -1 to -5 modifier may be dence in his spiritual power. The priests level earned by adventuring priests. A
applied to the base chance of success effective level for making turning attempts sedentary wizard will have gained only 1-3
when rolling an ability or proficiency should rise by a level for every 1d6 en- or even 1-2 hp per level up through 10th
check. For example, a priest with a dexter- counters with undead until the priest can level, and have earned one additional hit
ity of 15 must roll a normal dexterity turn undead at his actual experience level. point for every other level gained above
check to safely cross a rope bridge over a An NPC who has little experience in life- 10that 12th level, 14th level, and so on.
wind-swept chasm. The priest is still a or-death melee encounters will not fight as The normal hit-point adjustment for con-
little green and lacks steadiness in a tense well as one who has fought time and again stitution score still applies to sedentary
situation, so he suffers a general -2 pen- for his life throughout an adventuring wizards and priests, of course. A charac-
alty. His chance of crossing without trou- career. A priest or wizard might be consid- ter who gives up his sedentary lifestyle to
ble is now 15 -2 = 13 or less. The priest ered to be two to five levels lower than his become an active adventurer will gain hit
requires another 2d4 weeks of active actual level when determining his base points normally starting at the first addi-
adventuring to remove this penalty. THAC0 number, to better depict the NPC tional experience level attained with expe-
A priest who has rarely encountered the who lacks martial prowess or is out of rience points earned through diligent
undead or other special creatures will not shape. This penalty, unfortunately, is a adventure.
have an influence over the undead as permanent limitation that remains in
effective as that of a cleric who routinely effect even if the character gains addition- Warriors & rogues
confronts these creatures. The priest who al levels through earnest adventure. A There is really no analog to the seden-
has spent his entire career dealing with crash course in the fighting arts cannot tary priest or wizard among the warrior
mundane problems might lack confidence enable a character who has led a seden- or rogue classes. Most DMs find it difficult
in his power over the undead or become tary life to close the gap with adventuring to conceive of a fighter or a thief who has
shaken in the presence of such unnatural characters who are months or years ahead advanced to high levels without having
evil, proving himself an unsteady and in fighting experience. gone through many challenges and risks in
untested mortal vessel for the channeling In a similar vein, priests and wizards life. A soldier who seldom fights cannot
of his deitys divine wrath against the who have lived in ease and comfort will possibly earn enough experience points to
undead. Thus, an inexperienced priest not have acquired the number of hit advance many levels as a fighter, regard-
might be treated as being 1-3 levels lower points earned by active adventurers. A less of how successfully he performs in
DRAGON 69
other aspects of his career. A 12th-level curiosity that inspires a sense of wander- provincialism. A paladin who panics when
ranger who hasnt fought many opponents lust and a propensity to rush incautiously fighting unusual foes or a bard whose
or campaigned for several seasons in war into new encounters. skills fail him under the pressure of a
against the enemies of his empress lacks A morale penalty may often be appropri- novel encounter will not survive a life of
credibility. A thief who has rarely been ate for NPC warriors and rogues when adventure and hazardous missions, and he
challenged to use her roguish skills in they are thrust into an encounter with the will be forced to retire from his profession
hazardous or difficult circumstances unusual or unknown, or when a particular before advancing far above 1st level.
might become guildmistress through guile fear rises to the surface. In addition, a
and political acumen but shouldnt war- penalty to the chance of success with an While sedentary NPCs seldom play a big
rant a high experience level to go with her ability, skill, or proficiency might apply part in a campaign of high adventure, they
exalted title. during unaccustomed pressure. could make up a sizable portion of a
This doesnt mean, however, all NPC An NPC fighter or thief should not have worlds populace. On those occasions
warriors and rogues are the equals of PC his fighting level and THAC0 value penal- when a cleric from a quiet parish or a
adventurers in all respects. A shield- ized, since melee plays such an important professorial wizard sheltered in a citys
maiden who has campaigned only against part in the lives of nearly all such charac- College of Magic is thrust into an un-
human and humanoid foes may lose her ters. The NPC might have his hit points planned adventure, its important to con-
nerve when she confronts an extraplanar trimmed back, however, to better repre- sider how these sedentary characters
fiend for the first time. A halfling thief sent a character whose melee experience differ from active adventurers. The adven-
who has spent all his life in the same city doesnt measure up to that of the average turing priest and wizard characters de-
working as a security expert and private adventurer. A city-bound fighter whose scribed in the rule books do not represent
investigator, encountering the same famil- combat experience is limited to formalized all spell-users in an AD&D world, only an
iar faces day after day, may not be fully fencing instruction and sporting one-on- elite minority. The characteristics and
prepared when hired to infiltrate the one matches might have earned only 1d8 attributes of the silent majority deserve
Fortress of the Seven Slaadi. hp per level, for example, and a thief who some attention, too.
As with priests and wizards, NPC war- is such a subtle and careful con artist that [Articles on related topics include:
riors and rogues who have lived within she seldom needs to fight for her life Leomunds Tiny Hut: The Cloistered
limited horizons can possess personality might have acquired only 1d4 hp at each Cleric, on nonadventuring clerics, in issue
traits that reflect a provincial view: a level. #68 (reprinted in the Best of DRAGON®
distrust of new peoples, a naivety that The above restrictions should rarely if Magazine anthology, volume 4); The Mys-
renders a gullible NPC vulnerable among ever apply to NPC paladins, rangers, tic College, about magical academies, in
opportunistic strangers, an ignorance of bards, and most other warriors and issue #123; and Hot Night in the Old
other cultures that results in breaches of rogues, as such characters are generally Town, about adventures for stay-at-home
custom or etiquette, a false sense of brava- too worldly and are exposed to too broad clerics, in issue #180.]
do in unfamiliar situations, or a strong a range of experiences for them to suffer
MAY 1992
©1992 by Rick Swan
72 MAY 1992
Adventures in the world of the Vikings
Vikings! Savage rogues of the sea, men narios Book, 20-page Vikings Digest, the witness; a low-ranking carl may have
and women as bloodthirsty as they were 15 × 22 map sheet, character sheets an oath-worth of only 1, while a revered
brave. Warriors adorned in gaudy chain The Avalon Hill Game Company $21 rig jarls oath-worth may be as high as 16.
mail and huge horned helmets, sailing Design: Sandy Petersen, Greg Stafford, The higher the total oath-worths, the more
their majestic dragon-ships under the and Ken Rolston likely a case will be tried and settled fairly.
watchful gaze of the mighty Odin on their Editing: Charlie Krank Winners of a case are obligated to claim
way to plunder and pillage helpless coastal Illustrations and graphics: Tom Sullivan their own compensation, a situation that
villages. If you listen closely, you can al- and Charlie Krank may result in the hiring of mercenaries
most hear the slap of the oars against the Cover: Steve Purcell (such as the player characters) to collect a
choppy waves, the strains of a Wagnerian judgment from a gang of thieves or a
opera wafting through rumbling clouds, Though this RUNEQUEST game supple- notorious murderer. Equally fascinating
the clanking swords of brawny warriors ment is several years old, its still the one are the sections on Nordic shamanism
engaged in mock battle, anxious for the to beat-a thoroughly entertaining treat- (practitioners include the revered volvas,
real thing. ment of Viking culture, light on the histori- experts at divination and trance songs),
At least thats the legend. Truth to tell, cal clutter that makes so many campaign social hierarchy (ranging from the power-
the Vikings were a rather civilized bunch, guides a drag to read. Its beautifully pack- ful jarl noblemen to the lowly thrall
no more inclined to savagery than any of aged and elegantly written, no surprise slaves), and dueling (featuring einvigi free-
their Scandinavian contemporaries, gener- considering the talent involved; Greg Staf- for-alls and more formal bouts called
ally preferring to explore and trade rather ford was one of the designers of the origi- holmganga).
than pillage and plunder. Dragon-ships nal RUNEQUEST set, Sandy Petersen was Characters: Vikings are essentially
were rarely part of a Viking fleet, mer- responsible for the classic CALL OF hardier versions of normal RUNEQUEST
chants were as common as pirates, and CTHULHU* game, and Ken Rolston had a characters, with bonuses to their Strength
the colorful gods and goddesses of Norse hand in the PARANOIA* game, along with and Size statistics. Only humans may be
mythology ultimately took a back seat to enough RPG adventures to fill a shelf. Vikings, a curious restriction considering
Christianity. Chain mail was bulky and Setting: Both the Players Book and the the anything-goes approach of the rest of
impractical, and a Viking was about as Gamemaster Book include informative the design, though I dont think a cam-
likely to wear a horned helmet as a Shrin- sections on the history and culture of paign would collapse if the GM allowed
ers fez. Scania, the homeworld of the RUNE- elven or dwarven Vikings.
However, game designers have never let QUEST Viking that roughly corresponds to Homelands, occupations, and family
a few facts stand in the way of a good Scandinavia. Though much is made of sizes are determined randomly. There are
time. With their liberal mix of history and Scanias relationships with other nations a handful of new skills (lawspeaking, ice
folklore (and a little Hollywood thrown in (for instance, three pages are devoted to skating, skiing) and a dozen character
for good measure), the campaign guides the Viking influence on everyone from the types, among them farmers, scalds (profes-
considered this month will never be mis- Saxons of England to the Arabs of sional entertainers), and godi (Norse
taken for textbooks, but they all provide Serkland), most of the information is priests). Owing to the magic-intensive
absorbing alternatives to traditional community-based, focusing on the daily RUNEQUEST system, all character types
European-based fantasy settings. And life in small, self-supporting Viking villag- have access to spells; spell-casting fisher-
players who are baffled by the exotic es. RUNEQUEST game Vikings in a typical men may be as common as conventional
cultures of, say, Oriental role-playing campaign might as well be living in a bub- wizards in a Viking village. Personality
games shouldnt have much trouble accli- ble, oblivious as they are to the goings-on traits are discussed at length; bloodthirsty
mating themselves to the barbaric, sword- in the outside world; as far as the Vikings players will be happy to know that this
swinging world of the Viking. Even Conan know, Atlantis may be thriving under the games Vikings are not only loyal and
would feel right at home on the deck of a ocean to the south, while their neighbors brave but may also be viciously cruel,
dragon-ship. to the north may be under siege by an prone to slaughtering the unarmed and
The differences between the three vol- invasion of intergalactic dinosaurs. This engaging in random acts of violence.
umes described below are mainly matters Alternate Earth concept can make for Fantasy: Magic is based on traditional
of emphasis. The Avalon Hill Game Compa- some mighty interesting campaigns, as it Norse religion. Deities are assigned to two
ny version, for instance, stresses the fanta- not only allows for but actively encour- general categories. The Aesir are the more
sy elements inherent in the Viking legends, ages anachronisms, magic-use, and even prominent, a family of powerful ruling
while the Steve Jackson Games approach alien races, giving the game master unlim- gods including Odin, Thor, and Heimdall,
encourages a more realistic campaign. The ited freedom to shape the campaign world the guardian of the Rainbow Bridge that
sourcebook thats best for you depends as he sees fit. links the gods heavenly home to Alternate
less on your preferred game rules (for the A typical Viking village consists of about Earth. Opposite the Aesir are the darker
most part, the ideas in all three volumes two dozen buildings occupied by a handful and more unpredictable Vanir, including
can be adapted to any system) than on of close-knit families. The glue that binds Njord, the elder god of sailing, and Freyr,
whether your campaign style is strictly the village is the regular community meet- the purveyor of fertility. With this rich
historical, whimsical as per The Mighty ing called the thing (pronounced ting). mythology to drawn upon, the spells and
Thor comics, or somewhere between. The things agenda covers everything from techniques relevant to Viking magic-users
Strap on your horned helmet, and lets religious rituals to trade arbitrations, but are disappointingly skimpy. The cult de-
have a look. its most interesting features, from an RPG scriptions are cursory and dull, and there
standpoint, are the legal hearings. These are less than a dozen new divine spells (a
involve the judgment of a dozen lawyer- predictable bunch at that, including true
like elders (called doomsmen), accompa- sword, which increases the damage from
Vikings: Nordic Role-playing for the nied by commentary from observing the affected weapon, and become wolf, a
RUNEQUEST* game **** citizenry (called wapentake), which is routine lycanthropy incantation). Norse
RUNEQUEST campaign supplement expressed as a clashing of spears against runes, which ought to be the cornerstone
Boxed set with 38-page Players Book, 30- shields. Testimony is assigned a numerical of any Viking magic system, particularly in
page Gamemaster Book, 46-page Sce- oath-worth depending on the status of a game titled RUNEQUEST, are dismissed
DRAGON 73
in a few paragraphs. Design: David Cook locks and find and remove traps (because
In contrast, the new monsters that com- Illustrations: Ned Dameron locks and traps are mostly unknown in
prise the bulk of the Gamemaster Book are this interpretation of Viking society), while
a treat. Its unlikely that even the most I dont care what the title saysthis is the only available specialist mages are
jaded players have experienced the like of not so much a campaign sourcebook as it Conjurers, Diviners, Enchanters, Illusion-
the dverge (gnarled dwarves spawned is an AD&D® rules expansion. Unlike the ists, and Necromancers.
from maggots) or the bush grandmothers radical reworking of the AD&D games To balance these restrictions, two new
(moss-covered imps that beg food from systems presented in the gone-but-not- character classes are introduced, both
travelers), which are interspersed with the forgotten Oriental Adventures tome (also quite appealing and among the books best
more mundane but no less intriguing swan by Cook and, for my money, the meatiest features. The first is the berserker, a hot-
maidens (shape-shifting beauties in search campaign setting that TSR has ever pro- tempered warrior given to spontaneous
of human husbands) and valkyries (haglike duced), this Vikings book is a user-friendly bursts of rage. After spending a round
messengers of death). Though many of the variant, easily digested by DMs and play- working himself into a frenzy, and assum-
monsters are underdevelopedthe bush ers alike. Though not quite the new role- ing he makes a successful saving throw vs.
grandmother entry comprises only a sin- playing experience it aspires to be, theres death magic, the berserker gains a tempo-
gle paragraph of descriptionan imagina- plenty of interesting material to enliven an rary +2 strength bonus, two extra hit
tive GM will still find a lot to work with. already existing campaign. points per level, an increase in armor
Campaigning: Heres where the sup- Setting: This book begins with a brief class, and a +2 to his saving throws vs.
plement really shines. The Scenarios Book chapter on Viking history and ends with charms and mental-based attacks. These
offers intelligent suggestions for staging chapters on Viking culture and geopolitics. bonuses persist so long as the berserker
Viking adventures, along with a detailed Though the chapters do little to integrate directs his rage against a particular enemy,
campaign outline comprised of six linked history and fantasy, together they serve as limited to a number of rounds equal to his
scenarios, generically titled Hunt, an informative overview from which the constitution score. When the rage sub-
Thing, Raid, Gone Viking, Trade, and DM may develop his own setting. The sides, the berserker must make another
Thule, the latter referring to a legendary introduction promises help with adapting successful saving throw vs. death magic or
realm somewhere north of Britain. Each Viking culture to the FORGOTTEN become exhausted, resulting in a substan-
scenario features an intriguing cast of REALMS®, WORLD OF GREYHAWK®, and tial loss of strength until hes had time to
characters (whose statistics are provided DRAGONLANCE® settings, but either I rest. At higher levels, the berserker ac-
in the Vikings Digest book), clever adven- missed this section or it got lost some- quires the ability to shape-change into a
ture hooks, and compelling subplots. The where along the way. Regardless, not wolf or cave bear, and he can also leave
scenarios may be arranged in a variety of much adaptation is required; Vikings as his body to travel unlimited distances in
ways to create campaigns of various presented here could exist comfortably in the spirit form of a raven, bull, or other
lengths, emphasizing design elements of just about any unexplored area on Krynn animal.
the GMs choice. For instance, a campaign or Oerth without straining the players The second new class is the runecaster,
might begin with a Hunt to introduce the credibility. a magic-wielding warrior with the ability
players to Viking combat techniques, Characters: Most of the AD&D games to carve intricate runic designs on inani-
continue with a Thing scenario to ac- Vikings are human; however, to distin- mate objects, imbuing them with a star-
quaint them with village social life, pro- guish them from human characters in tling variety of powers. A 1st-level
ceed to a Raid from a neighboring tribe, other AD&D products, the book intro- runecaster begins the game knowing two
return to another Thing scenario for an duces the concept of Gifts, special talents runes, chosen by the DM. He has the
encounter with the legal system, then bestowed by the Norns (Fates) at birth. If a opportunity to learn a new rune each time
climax with a high-seas Gone Viking player chooses to play a human character, he advances to a new level, following a
scenario before wrapping up with another he rolls on the Character Gifts Table; procedure similar to that of a wizard
Thing. Its an ingenious, sophisticated theres a 60% chance that hell receive a learning a new spell. Once learned, a rune
approach to campaign design, though permanent penalty or bonus. Penalties may be used an unlimited number of times
admittedly best suited for experienced include Bad Luck (an automatic -1 on all per day, though each use requires
GMs who are capable of devising their die rolls made with a particular type of 15 + 1d20 minutes of planning, carving,
own bridges between scenarios and are die, such as d6, d8, d10, or d20) and Ugly and activating, along with a successful
able to role-play the NPCs convincingly (a -2 on his charisma). Bonuses range wisdom check. An impressive variety of
enough to motivate the PCs from one from Courage (a +1 on all saving throws powers are available to the runecaster,
scenario to the next. vs. fear-based attacks) to Seer (the ability among them the catch-rune (etched in the
Evaluation: What makes this the best to attempt predictions along the lines a palm of a glove, it allows the wearer to
of the currently available Viking supple- divination spell). catch spears, axes, and other weapons
ments is that it strives for neither com- Vikings who arent human are probably thrown at him), the speech-rune (an amu-
pleteness nor realism. Both the historical trollborn, a new racial type exclusive to let that prevents the enemies of the wear-
and fantasy elements were chosen for this supplement. Trollborn are a repulsive er from defaming, spreading lies about, or
their applicability to role-playing adven- combination of human and troll, with otherwise speaking evil of him), and the
tures, period. Of course, players interested exceptional strength, constitution, and quench-rune (this enables a piece of wood
in pure history may find this approach intelligence scores, but lower than average to extinguish any fire up to the size of an
hard to swallow, but the intention here is wisdom and charisma. They are denied entire building). Its an excellent addition
to entertain, not to educate; anyone who Gifts but are endowed with infravision. to the AD&D magic rules and, ironically,
bases a term paper on the information in Otherwise, trollborn are essentially hu- much better realized than the rune system
these books deserves the grade he gets. mans with bad attitudes, a good choice for in the RUNEQUEST supplement.
This offers pure, engaging fun and, de- those with a flair for role-playing antiso- Fantasy: In addition to rune magic,
spite the rather superficial magic section, cial characters. fantasy elements include a well-chosen
is a first-rate fantasy campaign set. Cultural restrictions forbid the use of selection of new magical items. Among
certain character classes. Specifically, them are the riding stick, which functions
Vikings Campaign Sourcebook *** Vikings cant be paladins, clerics, druids, both as a club +2 and a means of trans-
AD&D® 2nd Edition campaign supplement or wizards. Fighters, rangers, thieves, portation, and the bottomless drinking
96-page softcover book, 28 × 19 map bards, and specialist mages are allowed, horn for the Viking whos chronically
sheet with minor restrictions; for instance, short of mead). Theres also a chapter full
TSR, Inc. $15 Viking thieves lack the abilities to open of new monsters. Most of the new mon-
74 MAY 1992
sters are essentially subspecies of already Still, its better to bite off more than you campaign outline is particularly good,
existing AD&D creaturesthe linnorm is a can chew than to merely nibble around involving the quest for employment from a
type of wingless dragon, while the hav- the edges, and whatever its shortcomings, local jarl that stylishly introduces the
mand is basically a merman with a beard GURPS Vikings is undeniably ambitious. players to the nuances of the Viking social
but a few originals are also included, such Setting: The chapters covering Viking system. On the other hand, the Troll Wars
as the thursir, a grouchy giant with a history pack an enormous amount of campaign is a generic monster bash that
penchant for beating people over their information into a relatively few pages, does little to exploit the setting; the Viking
heads with trees. Though there are only a emphasizing many intriguing facets of characters could just as well be Oriental
few paragraphs of description per entry, culture and economics overlooked in the mercenaries or enchanted Iowa farmers.
DMs can stage encounters with the Viking previously mentioned supplements. In- Evaluation: This is the thinking per-
creatures by referring to their designated cluded are floor plans of longhouses and sons guide to Vikings. Novices may be
counterparts in the Monstrous Compendi- ring-forts, details of Viking funeral cere- overwhelmed by the amount of detail, and
um supplements for the necessary statis- monies, and even the annual income of a the shallow treatment of fantasy may
tics and tactics. crewman on a dragon-ship. Dozens of discourage players who are less interested
Campaigning: Sadly, theres no materi- sidebars illustrate topics as diverse as in mastering the Norse legal system than
al comparable to the RUNEQUEST supple- combat training and Norse riddle-games, in hacking up sea monsters. But for
ments Scenarios Book. Adventure hooks and feature colorful anecdotes from King mounting a strict historical campaign,
suggest themselves in the chapter on Godfred of Denmark and other notables. GURPS Vikings is the book of choice.
Viking culture, but there are no specific The emphasis on factual material encour-
outlines. To get a Viking campaign off the ages role-playing in actual historical set- Short and sweet
ground, the DM will have to rely on his tings. With effort, its possible to stage a Screening the screens: Consisting of
own imagination, consult one of the refer- campaign in the era and locale of the GMs a few cardboard panels and a handful of
ence books in the suggested reading list, choice. tables copied directly from the rule books,
or borrow ideas from another game Characters: With only three new skills referee screens are arguably the worst
supplement. (gaming, skaldic lore, and skating) and two buy in gaming. Anybody with a photocopi-
Evaluation: Another chapter or two new advantages/disadvantages (shapeshift- er, a pair of scissors, and a bottle of glue
wouldve pushed this book over the top; ing and wyrd, the latter of which simu- can put together a customized screen in
notable by their absence are sections on lates an irresistible force that pushes the an hour or two, so theres little incentive
Viking ships and sea travel, Norse mythol- affected character to a predetermined to spring for the authorized version unless
ogy (were referred instead to the 2nd fate), theres little to distinguish Vikings youre a compulsive collector or just plain
Edition Legends and Lore book), and ad- from other low-tech GURPS game war- lazy.
venture design. The historical aspects are riors. The section outlining character To keep the customers coming, pub-
better presented than those in the RUNE- types isnt particularly inspiring; for in- lishers have taken to packaging a variety
QUEST supplement, but a game featuring stance, the berserker is described as a of bonuses with their official screens. Its
trollborn and berserker warriors cant be warrior outside the mainstream of Viking been an applaudable trend, since the
taken seriously as a historical simulation. society who has considerable skill with bonus goodies are usually more useful
As a set of rule variants, however, it deliv- an axe or sword and shield a pretty dull and more fun-than the screens them-
ers the goods, particularly for AD&D guy compared to the teeth-gnashing, selves. Heres a look at five different
game players who cant get enough new bloodlusting berserker in the TSR supple- approaches from five different companies.
character classes and magic systems. ment. Though the characters arent flashy, The most common screen bonuses are
theyre sound and reasonably complete. ready-to-play adventures, such as the 16-
GURPS* Vikings *** Fantasy: For the most part, magic is pager bundled with the VAMPIRE* games
GURPS campaign supplement underplayed. Aside from a few interesting Storytellers Screen (White Wolf, $8). An
126-page softcover book shapeshifting variants, there are no new author who prefaces his vampire adven-
Steve Jackson Games $17 spells to speak of. Players looking for a ture with a Dostoyevsky epigram either
Design: Graeme Davis rune magic system are directed to the has a sense of humor or a bad case of
Editing: Steve Jackson GURPS Magic* book. A brief discussion of pretentiousness; alas, while Andrew
Illustrations: Topper Helmers, with Don a few new magical items, such as Thors Greenbergs Blood at Dawn has more
Arburn, Carl Anderson, Denis Loubet, hammer and Odins spear, rounds out this than its share of gory moments, it strug-
and Doug Shuler disappointing section. gles too hard to establish a creepy atmos-
Cover: John Zeleznik The religion chapter stresses the histori- phere, and the result is as silly as it is
cal and literary elements of Norse mythol- scary. The plot, featuring a contest for a
This GURPS game supplement offers ogy more than the role-playing implications; prime hunting ground overseen by a mys-
something for Vikings of every persuasion. a GM wondering how Baldur or Sif might terious nightclub dancer, is briskly paced,
No less than six different campaign styles interact with a shipload of Viking explorers but it requires more than a little nudging
are examined, including Thoughtful His- is pretty much on his own. More successful from the referee to steer the PCs in the
toric (no magic, stressing nonviolent role- is the new monster roster, a good mix of right direction. However, its an acceptable
playing), Thoughtful Fantastic (real history the ordinary (dogs, horse, pigs) and the introductory adventure, and considered
with a few modest supernatural elements), unusual (valkyries, trolls, and a frightening with the screen-three black-and-white
Thoughtful Mythic (active Norse gods in specimen of Norse undead called the panels crammed with more than 20 charts
an otherwise realistic setting), Action draugr). and tables-it is not a bad value as these
Historical (savage Vikings with no magic), Campaigning: Tips and rough outlines things go.
Action Fantastic (standard fantasy setting, for designing scenarios in all six styles are The SPELLJAMMER AD&D® game
familiar to most AD&D game players), and presented in the campaign chapter, while Dungeon Masters Screen (TSR, Inc., $9)
Action Mythic (PC participation in conflicts the adventures chapter features a number includes a set of fold-up game counters,
between the gods). Im not sure how help- of specific story lines that the GM can another common bonus. The eight pages
ful it is to subdivide the genre to this ex- combine and develop as he wishes. Gener- of colorful, perforated counters are in-
tent; if Erik zaps Ivar with a magical club ally, the realistic stylesthat is, the tended to replace the rather dreary set
during a peaceful trade expedition, does Thoughtful Historic and Action Historic that came in the original SPELLJAMMER
that shift the style from Thoughtful Histor- are more convincing that those based in boxed set. Theyre nicely rendered by TSR
ic to Action Fantastic, and if so, how does fantasy, owing to the focus of the material graphics maestro, Diesel, with detachable
knowing that help structure a campaign? elsewhere in the book. The Home Fires tentacles for the squid ships and cute little
DRAGON 75
claws for the scorpions. For the terminally the best short adventure Chaosiums ever
inept, a full page of illustrated instructions published. Set in the jazz clubs of the
explains how to put them together. The 1920s, its an exceptional design, featuring
three-panel screen, designed by J. Paul a haunted trumpet, a cameo by Louis
LaFountain and Steven E. Schend, offers a Armstrong, and even a bit of pathos along
good selection of ship statistics and space- with the usual shocks. As for the screen,
combat modifiers, but since the AD&D its adequate but nothing special. I made a
rules are required in addition to those in better one myself.
the SPELLJAMMER set, DMs will probably
need more than the tables provided here Objective Raids, by Jeffrey Layton. FASA
to adjudicate a game. Corporation, $15. BATTLETECH* game
The CHAMPIONS* games Gamemasters aficionados have an insatiable appetite for
Screen (Hero Games/ICE, $12) also features detail, as evidenced by the lavish attention
a set of fold-up counters: a large sheet of paid to every screw and circuit of the
generic good guys and bad guys, along the robotic monstrosities populating the
lines of the Cardboard Heroes series BATTLETECH universe. Objective Raids is
published a while back by Steve Jackson more fodder for the fanatic, a thick direc-
Games. Additionally, theres a 46-page play- tory of the military installations and indus-
aid booklet and a helpful collection of trial output of the hundreds of planets
character-creation sheets, combat-record comprising the border of the Clan Occupa-
sheets, and even guest lists for your super- tion Zone. Narrative elements are all but
hero stronghold, all suitable for photo- nonexistent, and the tone is as dry as a
copying. A 14-page summary does a Defense Department press release, but the
commendable job of streamlining the amount of information is staggering. The
excruciatingly detailed character creation entry for Shiro III, for instance, lists all the
procedure thats stopped many a potential defenses for Irian BattleMechs and Grum-
CHAMPIONS game player dead in his man Amalgamated, along with more than
tracks, at least in my house. The four- two dozen on-site industrial components,
panel screen (with two panels including including the Hermes 240 Fusion Engine
information on both sides) lists the many and the GuideRite Laser Coordination Link
modifiers and maneuvers relevant to the Tracking System. The eyes of the uninitiat-
meticulous CHAMPIONS combat system. ed will begin to glaze by the time they
This is an excellent package assembled by reach page 20 (with only 172 to go!), but
Hero Games stalwarts Rob Bell, George thats what separates mere mortals from
MacDonald, Chad Brinkley, Aaron Allston, hardcore BATTLETECH game players. This
Coleman Charlton, and John Brunkhart. is nonessential but nonetheless impressive.
The four-panel (two single-sided, two
double-sided) screen in the STAR WARS* Vampire Kingdoms, by Kevin Siembieda.
games Gamemaster Kit (West End Games, Palladium Books, $15. Bloodsuckers to the
$12) comes wrapped around 64 pages of left, bloodsuckers to the right-nope, its
printed material, the centerpiece of which not a lawyers convention, but the cities of
is an eight-episode adventure set in the South and Central America, now a haven
chaotic Trax Sector. Written by Bill Smith for vampires in the world of the RIFTS*
and Ed Stark, the adventure stresses game. Siembieda attempts the ultimate
action over role-playing, perfect for begin- vampiric sourcebook and largely succeeds,
ning Star Warriors who get antsy if they thanks to a unifying concept postulating a
go too long without blowing something up. civilization consisting of nothing but
The screen is the best-looking of the five undeadin particular, master vampires
considered here, artfully arranged and (the dominating big shots), secondary
highlighted in white and orange for easy vampires (traditional Dracula-types), and
reference. Among the more than two wild vampires (maniacal killers with poor
dozen tables are both the obvious (Force hygiene). The details of vampire culture
Powers, Weapon Chart) and the esoteric are lovingly and imaginatively explored, as
(Astrogation Difficulty, Grenade Scatter). are guidelines for refereeing vampiric
Its a good buy for harried GMs. characters. The book loses steam in the
Chaosium had a garage sale and called it second half, a detour into mutant gangs
the Keepers Kit (Chaosium Inc., $15). Its a and circus freaks that dilutes the impact of
collection of CALL OF CTHULHU* game the central concept rather than comple-
odds and ends not unlike the Miskatonic menting it. Though Siembieda apologizes
University Graduate Kit from a few years for the absence of adventure hooks, theyd
ago, this time packaged with a four-panel have been more welcome than the lengthy
Keepers screen. Among the items, most of NPC descriptions. Still, this is quite an
dubious utility, are a Miskatonic note pad achievement and a fascinating read.
(a less-than-generous seven pages thick), a
Miskatonic window sticker, a Mythos book l indicates a product produced by a company other
than TSR, Inc. Most product names are trademarks
cover, a promotional poster (mines for the owned by the companies publishing those products.
Masks of Nyarlathotep supplement), and The use of the name of any product without mention
another bunch of blank character sheets. of its trademark status should not be construed as a
But theres a delightful surprise hidden challenge to such status.
among the clutter: an eight-page scenario
titled The Dead-Man Stomp by Mark
Morrison and L. N. Isinwyll thats perhaps
76 MAY 1992
Forum welcomes your comments and opin- and AD&D games. Although I live in Australia, I have been a
ions on role-playing games. In the United States Since I was young when I started playing, it dedicated AD&D player for nine years now. I
and Canada, write to: Forum, DRAGON® Maga- was difficult for me. Yet I learned a lot, from the see very few, if any, letters from fellow Austra-
zine, P.O. Box 111, Lake Geneva WI 53147 U.S.A. vocabulary in all the various handbooks to lians published in your excellent magazine.
In Europe, write to: Forum, DRAGON Magazine, calculating to see if I hit a monster. Let me tell However, after reading the Forum of issue
TSR Ltd, 120 Church End, Cherry Hinton, you it wasnt easy, because my brother made me #160, I felt the need to express our viewpoint
Cambridge CB1 3LB, United Kingdom. We ask do it all. I did the basic stuff, as well as thinking on attacks made on our game.
that material submitted to Forum be either of strategies, puzzling through hints, and taking We tend to follow your news a great deal.
neatly written by hand or typed with a fresh chances to keep my characters alive, and I still Whenever you experience a media earth-
ribbon and clean keys so we can read and had fun in the game. quake, we experience the aftershock. Our
understand your comments. Later, I became a DM and found that to be combined media have created immense ill-will
even harder. Here you virtually have to write a within the community against role-players. We
Two years ago, we presented a three-part book, but still allow for all the diverse decisions have been slammed by church officials and
series in Forum on the attacks being made the PCs make. It works not only on your called satanists and devil-worshipers.
upon role-playing games and our readers reac- imagination but on your reasoning abilities. One Propaganda-drenched critics suggest that we
tions to the situation (issues #160-162). We has to make sure all the different factors of the are suicidal and a menace to society. As a result,
continue our look at the problem with this game are balanced. Most of all, I had to make in many areas we rarely admit to playing AD&D
column. Interested readers may also consult the sure my brother had fun while I had fun. Look- games for fear of the backlash.
editorials in issues #125, 134, 151, 158, and 171 ing back now, I see that it also brought my I cannot see the basis for these slanderous
for further commentary. brother and I closer together (whether he assaults. Our AD&D game sessions consist of
realizes this or not). seven or eight guys and girls getting together
I have just finished reading the Forum of Now, on to other things about the games not and having a great time. There is no devil-
DRAGON issue #160. This whole Forum was specifically concerning me. In the Forum worshiping, no physical violence, and absolutely
based on the so-called bad influence and bad letters I read, the people mentioned experts no hint of suicidal mania. The AD&D game is as
publicity that the DUNGEON & DRAGONS® who had figures or cases that proved that D&D about as threatening to society and the individ-
game has received. I feel that it is about time I and AD&D games were a bad influence. Well, I ual as a friendly game of cards or snooker.
write and express my thoughts on this issue. think that is a big crock. One person quoted It is a sad state of affairs indeed when leading
First, let me introduce myself and give you my another magazine to say D&D games makes media spokespeople and church officials have
background. I am currently a high-school gradu- kids have no interest in school, become careless the audacity to attack an enjoyable and safe
ate, soon to be going to Johns Hopkins Univer- with their homework, and bypass eating, among pastime publicly. Have these people nothing
sity to major in computer science. I have been other things. The same happens to adults [it was better to do with their time and influence than
playing D&D® and AD&D® games since I was said], but they ignore work and family. I hate to jump at ghosts that do not even exist?
about 10. My brother introduced me to the break it to you folks, but doesnt watching Shane F. Cameron
game. He is now working on his Masters degree football do similar things? The father and his Carlingford, NSW, Australia
in biomedical engineering at the University of friends sit around the TV, drink beer, and ignore
Southern California. In high school, I was on the others (except to yell to the wife to get some I have been playing role-playing games for
soccer and track teams and in numerous school more beer). Im not saying that every family is four years now and have loved every minute of
organizations. My grades have all been very like that (mine isnt) nor that all families have it. About two years ago, a friend and I would
good (hence being accepted to Johns Hopkins), problems like that, but some do, just like some play every week for about two hours. I dont go
and I like to read a lot, especially science fiction. people who play D&D and AD&D games do. to church and Im not very religious, but he
Not only do I play AD&D games a lot, I also You cant blame it on the game, just as you cant was. One day, he told me he did not want to
listen to rock music like a regular teenager. I blame things on sports, beer, music, or the play. When I asked him why not, he started
listen to many groups such as Led Zeppelin, books we read. The problem is the people; they telling me about how the games have to do with
Metallica, Rush, and Jimi Hendrix. To me, my need help and love from family and friends. satanism. He told me that his aunt brought a
family, and my friends, I am a normal person That is the answer to any problem. video tape that explained that people who play
with diverse interests, not some freak who is Ive tried to say a lot in as short a space as DUNGEON & DRAGONS games worship the
going to kill others, or a manic depressive who possible. I have no idea if this letter will be devil, drink blood, and do all kinds of sick stuff
is going to commit suicide. Though I cannot published anywhere, but I had to have my say. like that. He said his aunt took the tape home,
honestly say I am a devout Roman Catholic like If any of it is confusing, do some research on so I never got to see it. I have heard people talk
my father, I still believe there is a God and the subject. I first learned how to research from about that before, but I cant believe people
certainly do not practice satanism or human creating my own campaign, way before I could think that about a game.
sacrifice. learned it in school. Anyway, I hope whoever I lost a good friend two years ago, and I will
I hope that by reading this introduction, you, reads this is not insulted and will try to see never find anyone like him again, so I am writ-
the reader, see that I am a normal person with things from all angles. Thank you for your time ing to DRAGON Magazine to ask what to say to
regular problems like everyone else, none and for your greater understanding about role- these kinds of people.
caused by AD&D games (or the music I listen to, playing games, not just the D&D and AD&D John McCord
or the books I read, or my friends). I feel that I games. No address given
have a bright future ahead of me that could not Ralph deGennaro
have been without my experience with D&D Canton NY
78 MAY 1992
A trip to the local supermarket may not be problems] than to get involved with their fami- ed this explanation! This sort of gullibility is
expected to have infuriating results, but mine lies. Also, John Warwick Montgomery said more dangerous than D&D games are supposed
did. While passing through the frozen foods fundamentalists tend to have a generally nega- to be.
section, I encountered a turntable rack upon tive reaction to the world-separate from it! I would suggest that TSR expand its line of
which were several magazines and romance These kinds of reactions usually produce the modules and produce games that would interest
novels. Among these, however, was a copy of a very evils they try to stop. Ignoring drugs and Christians. The works of J. R. R. Tolkien and
book, a supposed expose of satanism, entitled illicit sex leaves children uninformed and vul- C. S. Lewis are respected by many Christians
Devil on the Run. The book connected witch- nerable to these very temptations (Principalities and have been turned into role-playing games
craft and black magic with teen suicide, and and Powers, page 158). Actually our family has by I.C.E. TSR could develop modules based on
D&D, AD&D, and other fantasy role-playing found D&D games to be a better source of other Christian characters and literature. For
games to witchcraft and black magic! entertainment and togetherness than an eve- example, Solomon Kane, the puritan adventurer,
Why cant this man and others like him look ning watching TV could easily be incorporated into role-playing
for the real causes of teen suicide, which is a Also, I have found that fundamentalists are games. Also, Edmund Spensers The Faerie
very definite problem today, instead of blaming very inconsistent when they try to root pagan- Queen could become a new game series. Steven
dark magic, which doesnt even exist, and ism out of their lives. One friend told me that he Lawheads Dragon King series is a modern
FRPGs, which have been proven to be more would never let his son play D&D games be- example of Christian fantasy. Any Dungeon
helpful than detrimental? cause he did not want his son to end up like the Master could develop the above examples into
Third, linking teen suicide to witchcraft is kid in Rona Jaffes Mazes and Monsters. Know- exciting fantasy adventures. If TSR added these
unfounded, and linking D&D games to witch- ing my friend to be a sports fanatic, I decided to kinds of games to its present line, it could con-
craft is, too. D&D games, the third link on a have a little fun and said, Then you should not vince some Christians that D&D games are not a
nonexistent chain, shouldnt be connected to let him play Little League. After all, you dont tool of the Devil and reach a new audience.
this nonsense, but it is. The author of that book want him to end up like Pete Rose, do you? William Michael Kelly
probably knew less than nothing about role- Another friend told me that D&,D games Winona Lake IN
playing. . . . Whats wrong with society? Aaargh! should be outlawed because 95 people have died
Brian Phillips in the last decade playing them. I asked him if [Editor’s note: In 1984, Adventure Learning
Ponca City OK he believed soccer should be outlawed because Svstems. Inc. oroduced the DRAGONRAID’
95 people were killed in one afternoon at a game, a Christian-oriented role-playing game. In
As a player, parent, and preacher, I feel quali- soccer game in Sheffield, England, last year. I a phone conversation with a representative
fied to speak from three different viewpoints on also told him about the pagan origins of soccer. from that company I learned that the game was
the demons controversy in the DUNGEONS & In ancient Egypt, ball games were played as a generally unsuccessful in combating the image
DRAGONS game. [See “The Game Wizards” in religious ritual, the round ball representing the of RPGs held by those who already opposed
issue #154 and the editorial in issue #1.57 for sun god. Also, soccer, rugby, and football origi- those games. The game is now out of print.]
details.] nated from a game English boys played in 1050
As a player, I believe that demons should A.D. They kicked around a cow bladder they I am 14 years old and have played AD&D
remain available for those who want to use pretended was the severed head of a Viking, games for a few years and have DMed occasion-
them. The Dungeon Master and players should their worst enemy. I pointed out the part sev- ally. I would like to congratulate DRAGON
decide on the inclusion of demons. Participants ered heads played in Attic mythology, like the Magazine for being superb, but that is not the
should observe the rule that modern religious tathlum, or in Norse mythology, like Mimirs reason why I wrote to Forum: I wrote this
beliefs are to be avoided and remember that the head. My friend was not at all amused when I letter because Im disgusted by the narrow-
purpose of the D&D game is to have fun, not suggested he march on the athletic field of our mindedness of the people of my town and
offend people. Remember that some people local Christian college with a placard reading, church concerning AD&D or any other role-
believe that demons are real and feel that in- Soccer is satanic! playing games. PeopIe condemn players and call
cluding them in a game trivializes a serious and Still another friend said that the D&D game them satanists, people who have never seen this
dangerous subject at the very least. However, I was dangerous because merely playing the game played but have heard rumors of death or
do not believe that having demons available in game could involve the occult spirits behind the demonic possession supposedly caused by role-
D&D games is any more dangerous than having wizards spells. I replied that to really be safe he playing. I try to defend the AD&D game by
them in Miltons Paradise Lost or Marlowes should give up sports. The pagan Greeks orga- explaining how it is played, but it is like speak-
Tragical History of Doctor Faustus. nized sports to honor the Olympian gods. Also, ing to a brick wall. They honestly dont want to
As a parent, I can understand the concerns of each sport had its own patron god, like Castor hear. Ive invited them to attend a gaming ses-
angry moms and dads. Stories about satanic cult and Pollux, the patron gods of boxing. Now, if sion to observe, but they dont want to get
groups would be enough to scare anyone. you live in Indiana you know that the state involved. I think that they themselves are afraid.
Newspaper accounts usually mention that religion is basketball, also known as Hoosier The public library wont carry role-playing
someone in these cults played AD&D games as Hysteria. When someone goes on about the books because another library that carried such
if the game were a contributing factor to vio- occult in D&D games, I point out that basketball materials was picketed.
lence and crime. Also, movies and TV shows is very similar to the Mayan game of tlachtli. What I want to know is this: Why is it that when
inspired by the tragic story of James Dallas The twin heroes Hunahpu and Xbalanque these people hear about the AD&D game, they
Egbert make fantasy role-playing games look defeated the Lords of the Underworld at tlachtli think occult? What makes them believe that it is
like a highway to hell. Some people, either by and gained great power over the gods by their satanic? I could understand this concern if a
ignorance or on purpose, like to play up this victory. When my friend tried to ridicule the person confused the game with reality or became
imagined connection between D&D games and idea that demons were behind basketball, I obsessed, but that person would have had prob-
the destruction of the young. The controversy replied that it was no more silly than his belief lems to begin with. Why cant they see that this
reminds me of Dr. Frederick Wethams charge that demons were behind D&,D games. I guess game is merely entertainment, no more harmful
that comic books caused juvenile delinquency. their forms of pagan entertainment are okay, than dreaming or story-telling? What can I say to
D&D game players need to keep this in mind but mine are all wrong. them? What happened to give such a good hobby
when defending or presenting the game. Par- As a preacher, I am concerned not so much such an awful reputation?
ents also have a responsibility to inform them- about D&D games as I am about the willingness Id really like to see an article on how people
selves accurately about D&D games before they of Christians to accept all this kookishness about came up with such ridiculous tales about deaths
begin to evaluate the game. Children do not like Satan. Someone who claims to be an ex-satanist supposedly caused by AD&D games and about
being criticized and accused of things that are priest has an automatic audience in some Chris- how to deal with such people. If anything, I
just not true. The worst problem I heard con- tian circles. As a result of this preaching about could show the article to my parents. Then
nected with D&D games is that kids get ob- how the Church of Satan is going to take over perhaps theyd understand that role-playing is
sessed with the game to the exclusion of all else. the world, some people have attempted suicide not corrupting me.
However, I have noticed that a similar obsession and even tried to make suicide pacts with their Casey Leah Williams
with sports is called school spirit and is never families. When some serious research exposed Vienna WV
a source of concern. Besides, if a person starts one mans history of mental instability and
to live in a fantasy world, the problem is usually fraudulent claims, this ex-high priest of the I recently saw a segment of the 700 Club that
with his reality. Devil said that this showed how powerful the dismayed and outraged me. In this particular
The big problem with a lot of families is that Church of Satan was, that they could even segment, the host was interviewing a young
parents take too little time and interest in their reach into the Pentagon and FBI and alter his man who had just become a Christian. This
children. Its easier to blame AD&D games [for history. A lot of people unquestioningly accept- young man had been an avid player of the
DRAGON 79
DUNGEONS & DRAGONS game. He blamed the overcome through some very simple principles: for years in defense of our constitutional rights.
game for causing him to think about killing his teamwork, faith in friends, faith in your own Your problem (and mine) is that our enemies,
parents and giving him a megalomaniacal com- abilities, perseverance, and dedication. These and even some of our supposed friends, are
plex. The program went on to condemn role- principles were buried behind piles of discarded separating the Bill of Rights into acceptable and
playing and the DUNGEONS & DRAGONS game soda cans and empty potato chip bags, and I unacceptable rights instead of reading it as it
for warping the minds of those who got in- learned them while surrounded by loyal friends was written-as an indivisible whole (suggested
volved in these activities, and the show also who faced creatures that would make Arnold reading: The Federalist Papers and the Anti-
accused D&D games of being an introduction Schwarzennegger run in fear. In the meantime, Federalist Papers).
into the occult. I do not begrudge the fact that my normal peers spent their weekends getting I would say that writing letters to the editors
this person gave up role-playing, or even the drunk, getting high, and taking part in other of your local newspaper is perhaps the best way
fact that this person chose to become a Chris- normal activities. By playing this dangerous to gain favorable attention. There are, of
tian. That was his right. What outrages me is game, my friends and I became adults. Our course, certain guidelines that should be fol-
the fact that he chose to blame role-playing, and parents worried about us, and our high-school lowed. The following is a rephrased and short-
specifically the DUNGEONS & DRAGONS game, principal and teachers feared for our sanity, just ened version of a letter to the editor written by
for all his problems. Role-playing games per se like what is happening to many of you today. David B. Kopel, appearing in the September 14,
do not cause suicides or other personality What became of my group? The paladin is 1990, issue of Gun Week:
problems, Nor does this harmless pastime serve now a professional Army officer and veteran of 1. K.I.S.S.-Keep It Simple, Sam. Short letters
as an introduction into the occult. The people the Panama invasion. The fighter/magic-user are more likely to be published; 100 words or
who have these problems are going to have owns his own business. The ranger is now a less is a good guide. One or two ideas can be
these problems regardless of whether they get successful attorney. Were well-adjusted adults communicated, being about as much as the
involved in role-playing. who learned that nothing is impossible once average reader can grasp while on his coffee
I have been role-playing for 10 years, with the youve kicked the snot out of the demi-lich break.
vast majority of this time spent as a DM for the Acererak from [the AD&D module] The Tomb of 2. Type-Good idea, especially if your hand-
ADVANCED DUNGEONS & DRAGONS@ game. I Horrors. writing is like mine.
have a job, am a 4.0 student at a fine college, Finally, Id like my fellow gamers to not judge 3. Use clarity-Express your opinion in a
and am not into the occult. I have encountered these [critics] too harshly. Most Christians are forceful manner. This is where we should shine.
dozens of fellow role-players of many ages and well-meaning, open-minded people. Many just 4. Avoid prejudice-Dont show any sort of
races and both sexes. Some were good role- do not have the facts about RPGs and are led to prejudice. If you do have extreme opinions,
players, and some were bad. They all have one believe (wrongly) that RPGs are more than a dont put them into writing, as it might come
thing in common: Not one of them ever per- form of entertainment. If you can rationally back to haunt you. Dont make personal attacks
formed aberrant acts because of their involve- explain your reasons for gaming and present on opponents. Were fighting the sin, not the
ment in role-playing. There are some that are RPGs to them in the light of commonly known sinners.
involved in the occult, but they were into the games, you will find most of them accept gam- 5. Concentrate-Emphasize the positive. Dont
occult before they began role-playing. ing as entertainment. Explain it to your minister wander all over the map with side issues.
Role-playing is a harmless pastime that can be or school principal. Prove to them that gaming 6. Use diplomacy-A talent or skill in some
shared by people from all walks of life. Role- makes you a better person. Who knows? You game systems, diplomacy is essential in the real
playing does not promote the occult or encour- might find a new player or two in the process! world. If a news story makes an erroneous
age aberrant behavior in real life. Those who ILT Bob MacKey statement, offer to clarify a point. Dont be
get carried away with these games do so be- Somewhere in Saudi Arabia stampeded into a blazing attack on a person or
cause they choose to. Role-playing games, like group.
anything else, can be abused if not used proper- Im not an avid reader of DRAGON Magazine, 7. Single out-Send your letter to one local
ly, It is time that the role-playing community but when I see an interesting one, I pick it up. paper at a time. Editors like to have an exclu-
stood up and spoke out against this type of Anyway, Ive been playing the AD&D game for sive, so put a P.S. at the bottom making that
defamation. If not, the next target may be you three years now, and Im growing quite dis- point. Wait about l0-12 days, and if they havent
or I instead of the harmless game we enjoy. turbed by the number of people who bash used it by then, you may feel free to send your
Walter Roberts RPGs. My husband is stationed at Fort Lewis, message elsewhere.
Georgetown SC Washington, and most of our good friends are 8. Patience-If you have your letter published,
gamers. The Army is probably one of the most wait at least a month before sending another
[From a letter dated December 7, 1990:] While demanding employers around, and many active one. Letters to the editor columns are a com-
sitting in Saudi Arabia as part of Operation duty personnel (especially single soldiers far munity forum; other people have a right to be
Desert Shield, I have been reading with interest away from home) engage in RPGs. It gives them heard.
the ongoing debate involving role-playing games a chance to get away and forget about their 9. Telephone-Your telephone number and
and certain religious fringe groups. Id like to problems. When my husband goes to the field address should appear at the top of your letter,
express my views on the subject and give some for months at a time, he takes his dice. It puts so the paper may call to confirm your letter
advice on how to handle people who would him at ease for a little while. before printing.
degrade our hobby. What Im trying to say is that people need to 10. Use a hook-You should have some sort of
I am a veteran DM and player with over 10 vent their frustrations and get away from them. local or national news story to respond to.
years of gaming experience, and I am a devout Gaming gives you a chance to be what youve Choose something that is current to grab the
Southern Baptist. I have never felt my faith always wanted to be but never had the guts to readers interest.
being questioned when I play (and Ive played all really try. There are bad apples in every bunch. When I read the article referred to above,
alignments and character classes, including Were not all crazy and suicidal! I personally then saw the Forum for issue #161, I decided
assassins). This is easy to do when you play for cant seem to play anything but paladins. Id like that I had to do something to put my money
pure pleasure and keep in mind that role- to be that good and understanding myself. But where my mouth is about role-playing games. If
playing games are games. I think that part of its hard to be lawful in a world so chaotic. So, these guidelines help even one gamer get a
the problem with these religious groups is that parents (Im one myself), play it with your kids. letter published, I will feel that I have been of
they refuse to believe that the AD&D game is a Dont knock it till youve tried it. Ill play with service to the hobby as a whole.
game just like Parker Brothers MONOPOLY my daughter, and I hope she is better for the Whether you like guns or not, you have to
game, chess, or basketball. They really dont experience. admit that the gun owners of the U.S. have
understand the idea of a game played in the Tammy Coppa become a very powerful political force. I believe
imaginations of its players, a game that doesnt Fort Lewis WA that gamers are going to have to adapt to the
end and in which everyone wins! changing situation and adopt some of the form-
I am the only person in my six-member family I am a gun owner, role-playing gamer, some- ers tactics. Become an issue-oriented voter if
(including both parents) to graduate from high times war gamer, reader of Playboy and other you can vote, and be a persuasive letter-writer
school, and the only person in my family to magazines banned from 7-11, science-fiction (if you cant vote yet). The battle is unending,
graduate from college. I have AD&D games to reader, and-a Christian. Sound unlikely? Well, I expensive, and political. Its a dirty business, but
thank for much of that. I was introduced to think that most people do not fit neatly into the if we dont fight for what we believe in, we
gaming when I was 16, when my friends and I categories and groupings pollsters and politi- deserve to lose it.
discovered the AD&,D game. At the time, I was a cians play to. Curry A. Mosher
fairly withdrawn underachiever. Through YOU are now experiencing a little of the reality Wellsboro PA
gaming, I learned that any obstacle can be of the fight I and my friends have been waging
80 MAY 1992
A vampire in your condominium
and the Devils horse in your back yard
@1992 by [Link]
82 MAY 1992
of the appeals of urban faerie settings is The Farmer story is acceptable reading yarns. Resnicks brief anecdote is good for
the interaction of the unknown world and but doesnt offer much to be mined for a laconic chuckle, where Reichert instills a
its denizens with our own environment, game-campaign ideas, while the useful gradually building desperation in her
and its frustrating to find that quality scenery and staging in Murrays offering longer entry. Charles Ingrids The Phan-
lacking here. But if Born to Run doesnt can be obtained only at the cost of wading tom Watch is the collections one skillfully
quite capture the slightly surreal mystique through startling amounts of unappealing told nod to pure sword-and-sorcery.
of faerie riders racing beneath a full narration. An interest in horsemanship is probably
moon, its still got the tightly controlled Thats a shame, because the original Doc an asset for readers of this anthology, but
energy and lean contours of an expertly Savage tales are a clear if subconscious its hardly a prerequisite. What Horse
tuned Mustang Mach 1 like Tannims. Dont part of the foundation on which modern Fantastic does best is to demonstrate that
be surprised if you hear a Vroom! when role-playing games are built. More than theres no one right approach to a subject,
you pop the cover. most other pulp series, those early novels and it takes only an interest in good story-
drew their appeal from team efforts and a telling to appreciate the books ample
sense of constant battle-readiness. Neither merits.
ESCAPE FROM LOKI Farmer nor Murray captures the essential
Philip Josè Farmer Savage spirit, leaving gamers interested in
Bantam Falcon 0-553-29093-2 $4.50 borrowing from Doc Savage mythology TOM SWIFT #6: AQUATECH
the increasingly difficult chore of tracking WARRIORS
PYTHON ISLE down copies of the original books. Victor Appleton
Kenneth Robeson Archway 0-671-67828-0 $2.99
Bantam Falcon 0-553-29357-5 $4.50 HORSE FANTASTIC
If Doc Savage isnt the definitive pulp edited by Martin H. Greenberg TOM SWIFT #7: MOONSTALKER
hero, hes certainly one of the most dura- & Rosalind M. Greenberg Victor Appleton
ble, and these two novels mark the begin- DAW 0-88677-04-3 $4.50 Archway 0-671-75645-1 $2.99
ning of a new round of adventures for the The combination of horses and magic At first glance, Tom Swift looks like the
Man of Bronze. Yet neither Philip José apparently postdates the average AD&D® longest-lived teenage adventure hero in
Farmers tale of Docs origins, nor Doc's campaign; of the 17 tales in Horse the business, with adventures dating back
first new adventure from Will Murray Fantastic, 11 are set in the present day, well into the early part of this century. In
(who takes over the Kenneth Robeson one is a Biblical fable, and just five are fact, hes the only hero of that period who
pseudonym from its late creator, Lester heroic fantasy. But even if this anthology actually grew up; the Tom Swift of the
Dent) succeed in capturing the spirit of the isnt a gamers idea-mine, its still a remark- current series is the original Toms grand-
old pulp adventures. ably effective and surprisingly diverse son. This latest round of Swiftian tales
In Farmers case, the results appear to collection of stories about horses-and the continues the cycles twin traditions of
be deliberate. To give Doc Savage a proper people who live with and care for them. fast-paced action and exotic-yet-plausible
origin story, Farmer adopts a World War I A number of the writers are familiar science-fictional gadgetry.
setting in which Doc and his future associ- favorites: historical fantasist Judith Tarr, Both Aquatech Warriors and Moon-
ates are thrown together when their as- sword-and-sorcery novelist Jennifer Rober- stalker get points for not straying too far
sorted military activities lead to their son, Elizabeth Moon of the Paksenarrion into rubber science. In the former book,
capture and imprisonment by a German trilogy, and prolific storytellers Mike Re- the lead inventions are a streamlined and
scientist whos doing mysterious weapons snick and Mercedes Lackey. Except for enhanced deep-sea diving suit and an
research. Theres little pyrotechnic adven- Lackey, whose contribution is a brisk vi- assortment of exotic submersibles; theres
ture here; rather, Farmer combines a gnette about a character in her Heralds of also a laser wristwatch, but its there more
straightforward war story with a cursory Valdemar series, most of these veterans for flavor than anything else. The novel
look at Docs coming of age. The result is offer stories outside their usual boundaries. gets especially good marks for not giving
strong on atmosphere, but weak on plot Tarr, herself a horsewoman, draws a any of these gadgets plot-busting powers;
and surprisingly thin on character devel- clear-eyed portrait of a small riding school it opens with a test of the laser watch
opment; the narrative recounts moments and its unexpected secret. Robersons tale going wrong. A flaw in the diving-suit
of intellectual and emotional insight as abandons epic adventure for a dark-edged design nearly gets Tom killed, and a rescue
bluntly as it describes conditions in Baron peek at the rodeo circuit. Josepha Sher- involving one of the submersibles finds
von Hessels prison camp, nicknamed Loki. mans story trades the Slavic setting of her Toms sister, Sandra, deliberately taking
Will Murrays Python Isle does a better two previous novels for a New York race- the craft beyond its designed stress limits.
job of mining pulp traditions in a story track and a ghostly predawn ride. Though Moonstalker gets less of its plot from
involving a lost-island civilization, several one of Mary Stantons two contributions Swiftian inventions but compensates by
sets of unscrupulous treasure hunters, keeps the mythology developed in The showcasing a plausible NASA space-shuttle
and a series of chases leading halfway Heavenly Horse from the Outermost West, mission. We get to see Tom going through
around the world. Murray efficiently it trades that books contemporary setting a condensed astronaut-training program,
juggles the elements of mysticism, science for a much older milieu, while Stantons then follow the title spacecraft into orbit,
fiction, and crime-busting characteristic of second piece is a quick setup for a science- where its promptly marooned through the
Docs exploits, and he stages several dra- fictional punch line. machinations of an elusive saboteur. The
matic captures and escapes in the course Of the lesser-known authors, Lee Bar- eventual reversal of fortunes highlights
of the adventure. wood and Barbara Delaplace stand out Toms ability to think on his feet and take
But Murray loses more points for inept with well-characterized stories about advantage of existing resources rather
writing than he gains for clever plot ideas. solitary women and their unusual equine than pulling electronic rabbits out of the
The prose in Python Isle is almost too associates, one a spirit trapped in a statue authors hat.
clumsy to be believed, full of overlong and the other a seemingly orphaned pega- If theres a particular weak spot in this
sentences, awkward verb constructions, sus. Though the plots are similar, the pair of novels, its that theyre a bit too
words that simply dont fit, and characters executions are a study in contrasts: Bar- much alike for their own good. Both books
who bellow, squeak, exclaim, boom, and woods tale is moody and mysterious, find Tom and his friends battling industri-
wail far more often than they simply say while Delaplace handles hers with a light, alists bent on world domination. That
something. wry touch. Mike Resnick and Mickey would ordinarily be cause to complain
The combined results are little short of Zucker Reichert display equal diversity in about repetitive plotting, but as Victor
disastrous for fans of the pulp-hero genre. the collections two deal-with-the-devil Appleton is a composite identity for a
DRAGON 83
host of writers working independently, the accomplished the rare feat of writing a occult ability than on good old-fashioned
glitch is more accurately blamed on unfor- genre novel that turns most of the genres human cleverness.
tunate scheduling than on authorial care- conventions inside out without losing its The thorough treatment of vampiric
lessness. readability. The only question remaining is abilities and the compactness of the mod-
In fact, the Swift series is fairly well what hes likely to do for an encore. ern plot thread should make this tale a
packaged for its kind. Moonstalker refers valuable resource for players of any game
to further testing and development of an A MATTER OF TASTE in which the undead figure. But even
invention highlighted two books previous- Fred Saherhagen those who dont have vampires looking
ly, and Aquatech Warriors brings back an Tor 0-812-52575-2 $3.99 over the shoulders of their player-
archvillain introduced in the first book of At least a dozen different writers have characters should find the novel a lively,
the current sequence. The cover designs produced tales of modern-day vampires, suspenseful yarn.
are smooth and crisp, though the artist and at least half of them borrow directly
badly needs to emphasize colors other from the Dracula legend. In that field, Recurring roles
than blue. Overall, readers in search of Fred Saberhagens distinction is that no A new rule of fantasy: If its the second
tightly plotted high-tech suspense could do one else is as good at combining Draculas book of a two-part story from Barbara
far worse than to acquire a taste for Tom memories of Renaissance history with the Hambly, look for the unusual. The Magi-
Swift. ingredients of a modern occult thriller. A cians of Night (Del Rey, $5.99) takes a story
Matter of Taste has both, in an amiably that began in one of Hamblys crisp if
DRAGON SEASON tense narrative that puts this series back traditional imaginary worlds and transfers
Michael Cassutt at the top of its class. the protagonist lock, stock, and spectacles
Tor 0-812-50392-9 $4.99 The historical plot takes Vlad Drakulya into Nazi Germany in the early years of
We begin Dragon Season with a mystery: (Saberhagens spelling) to Rome, involving World War II. The result is a tale thats
U.S. Air Force lieutenant Rick Walsh has him in the alchemical and political in- grim and desperate, yet inspiring. Better
just returned from an overseas assignment trigues of the legendary Borgias at the still, while it pulls no punches on atmos-
to find his girlfriend missing, leaving be- dawn of the 16th century. Meanwhile, phere, it avoids the sin of overplaying an
hind a month-old son and a puzzling video- someone in modern Chicago has taken an abstract moral agenda in favor of a relent-
tape. Finding Maia merely substitutes one interest in Matthew Maule, the name less focus on the characters. This is one of
enigma for another-because shes from a under which Dracula lives quietly in a Hamblys best.
universe next door to ours, and theres a perfectly ordinary high-rise condominium. Bardic Voices I: The Lark and the Wren
dangerous connection between her disap- Before long, its clear that Draculas enemy (Baen, $4.99) finds Mercedes Lackey begin-
pearance and a top-secret missile project knows exactly who and what he is-but ning another entirely new series, this one
going on outside Tucson, Arizona. the purpose of his vendetta remains ob- concerning a world distinctly different
Whats eminently likeable about Michael scure until very late in the game. from that of the Heralds of Valdemar. The
Cassutts narrative is that it takes this Saberhagen has always had a good ear political intrigues are more complex and
conventional premise and executes it with for Draculas literary voice, and the vam- less principled, for one thing, and theres a
a sharp, common-sense eye for both the pires narration of the historical chapters subtle weaving of very old Celtic material
military mindset and the Southwestern is as sharp as ever. The novel is no substi- on the musical side of the plot. At the
setting. Whats more, Cassutt doesnt graft tute for a full-fledged biography of the same time, though, theres almost too
an ordinary quest or a cardboard villain Borgia family, but its a lively introduction much story for the characters, to the
onto this plot. The focus stays on Rick, that should send readers cheerfully off for extent that no crisis really lasts long
Maia, and baby Gus, whose great- more details about some of the deadliest enough for the reader to feel the danger
grandfather just happens to be a god. and most devious plotters in all history. properly. Its a good read and the change
Unfortunately, the gods powers are wan- The modern elements of the series have of emphasis is welcome, but its just a
ing, and an ambitious political faction in been less consistent, but Saberhagen has touch too brisk.
Maias world has taken advantage of that them well in hand this time out. Investiga- Simon R. Green, meanwhile, brings
fact to launch a military campaign using tor Joe Keogh and his brother-in-law, John readers a fifth tale of city guards Hawk
technology stolen from our world. Southerland, are back from earlier books, and Fisher in Guard Against Dishonor
The war effort itself, though, is really and their familiarity with Draculas history (Ace, $3.99), this time separating the
secondary to the resolution of Ricks rela- plays neatly against the uncertainty of husband-and-wife team when each is
tionship with Maia, which has been se- Johns fiance, Angie, whos just being individually thought to have betrayed
verely complicated by their abrupt introduced to Uncle Matthew when their positions of trust. This is one of the
immersion in Maias home culture. Cassutt events suddenly erupt into crisis mode. better entries in whats been an uneven
does a solid job of creating a society thats And Dracula is not the only vampire in the series; where Greens plots have some-
weirdly different while echoing elements case; his adversary, it seems, is also one of times failed to mesh with the rough-and-
of our own civilization, and the individual the undead. More than that-Valentine tumble setting, the mix of torn loyalties
characterizations are equally polished Kaiser very nearly manages to destroy the and a magically enhanced drug scheme fits
blends of the alien and the familiar. one-time Prince of Wallachia without so well on the rugged streets of Haven.
Though the climax has its share of high- much as crossing his threshold. Meanwhile, Lawrence Watt-Evans
powered pyrotechnics, the dragons of the Saberhagen is also skillful at turning bits presents a decidedly rural yarn in his
books title are mostly window-dressing on of vampire lore into story points, and A loose series of Ethshar fantasies. In The
a story about commitments, ethics, and a Matter of Taste has a healthy dose of Blood of a Dragon (Del Rey, $4.99), a hunt
choice of futures. these. We are given a look at Draculas for the title substance leads young Du-
If that makes Dragon Season sound like awakening from death into undeath, find mery far from his comfortable city home
heavy or intimidating reading, it shouldnt. him using state-of-the-art technology to in search of an interesting apprenticeship.
The book is smoothly written and almost overcome his lack of a reflection, and see Find one he does, though not without
too low-key for its own good, to the extent several demonstrations of the vampiric considerable interference from the witch
that it could very nearly be described as inability to enter a dwelling uninvited. But Teneria, hired by his parents to find him
science fiction rather than fantasy. (The- while Saberhagen is among the most gen- and bring him back. But its not the ap
matically, you could also call it a tech- erous of novelists in endowing his vam- prenticeship he expects, and gamers who
nothriller, except that it doesnt have pires with all their traditional powers, he have always wondered where wizards
nearly enough sex and violence in it to avoids making them infallible, and the supplies came from will be intrigued by
qualify for that title.) Michael Cassutt has outcome of the adventure depends less on Watt-Evanss handling of the matter.
84 MAY 1992
86 May 1992
Unanswered mail-answered at last!
by David Zeb Cook
Thats Certainly cats ability to speak with other felines is age greater involvement of familiars in
Un-Familiar! replaced by the ability to speak with mam-
mals, which is in turn replaced by the
play, the DM might bend the rules and
exempt these spells from the usual prohi-
Continued from page 28
power to speak with all animals. This bitions, permitting any specialist the
keeps a familiar from retaining lesser chance to boast of having a kindly-or
A familiar should develop new capabili-
redundant powers as its abilities progress cruel-animal companion.
ties gradually, not in dramatic leaps in
upward. The DM can still forbid a familiar from
power level. A familiar shouldnt jump
Specialist wizards can cause problems gaining powers that too closely resemble
suddenly from intelligence 12 to intelli- where familiars are concerned. Since those from a school of magic its wizard is
gence 18, but should see its intelligence
abjurers cannot learn alteration spells and barred from learning. A gnome illusionists
rise in modest steps. A black cat familiar
invokers and necromancers can never ferret familiar, for instance, would never
should be able to speak with other felines
acquire enchantment spells, one or more receive any abjuration powers, in which
before learning to speak with all mammals of these specialists may be prevented from case this ferret lacking such useful pro-
and ultimately with all animals.
using spells of the familiar enhancer se- tective powers deserves special care when
Similar powers gained in succession
ries. Diviners and invokers, prohibited the DM assigns it powers if the animal is
shouldnt be stacked atop one another, but from using conjuration/summoning spells, to survive the campaigns many perils.
should supplant lesser powers. The black cannot even learn find familiar. To encour- Magical items, too, can help familiars
play a more active role and can protect
familiars from a hostile world, so the DM
might consider adding a leg band of pro-
tection +2, a falcon hood of regeneration,
or a collar bell of opening to an adven-
tures treasure hoard. The DM should
review what special steps can be taken to
better involve familiars at all levels of play.
An animal companion that can hold its
own in a grueling campaign will make for
more memorable adventures, well worth
the DMs extra work.
[Further information on familiars can be
found in the following articles: A Cast of
Strange Familiars, in DRAGON@ issue #84
(minor correction appears in issue #85,
page 4); Familiars with a Special Use, in
issue #86; Dragons are Wizards Best
Friends, in issue #146; and Getting Famil-
iar in issue #147.]
88 MAY 1992
New advantages and disadvantages for the TOP SECRET/S.I. game
90 MAY 1992
good buddy the Admin a call. to add + 10 to die rolls for First Aid, Fish- Poverty Table, which is similar to the table
No matter how many rules you pack into ing, Navigation, Tracking, and all Survival detailed in the Wealth advantage (Players
a game, someone is bound to ask for some- skills, after buying zero levels normally. Guide, page 20).
thing thats not there. As an Administrator, This advantage also enhances the chance
I have had to create new advantages and of survival in unfamiliar environments for Secret (2 or 4 points)
disadvantages to satisfy players and to fill which no skills are available, yielding a The agent has a secret that, if revealed,
my own needs for NPCs. I imagine other + 10 bonus to relevant rolls. For six points, can ruin him. This secret might even be
Admins have had to do the same, too. the agent gains a +20 bonus to the rolls one that the agent is not aware of! If hes
Some people think its no big deal, and above. aware of it, he will go to great lengths to
they are right. In fact, besides listening protect the secret, perhaps even to the
patiently to the demands, determining the point of sacrificing anything and anyone,
parameters of proposed advantages and Disadvantages including himself. The exact details of the
disadvantages, outlining their obvious and secret must be worked out in advance
intangible effects, filling in game-related Manias (1,2, or 3 points) between the player and the Admin, and
details, ascertaining that no part is too The agent has an irrational compulsion points are given based on the potential
potent or ineffectual, bargaining until the or obsession that causes aberrant behav- damage of the secret can cause.
cost sounds reasonable, worrying how it iors, like pyromania (a morbid fascination A two-point secret is something the
can be taken advantage of, checking for with fire that often drives its victims to agent wants to hide from friends and
any contradictions of the rules, soliciting commit arson for no other reason than to colleagues, something best left unmen-
promises to never exploit any unforeseen watch the flames) or dipsomania (which tioned to save himself. Being a double
loophole, playtesting, more playtesting, compels one to drink excessively whether agent or having a double identity, having
and more worrying, its a snap. it is wanted or not). committed serious crimes (perhaps unwill-
Given below are new advantages and About once every adventure or two, the ingly), using illicit drugs, and having a
disadvantages for Admins and players Admin should set up an encounter that lover who is a wanted criminal or a spy
alike to add to their games. For those of can trigger the mania. A WIL roll is need- for an opposing agency all fall into this
you who have wanted to drop weaknesses ed for the agent to control himself, but at category.
or pick up extra advantages for your char- - 10 for every point in the mania. For Any secret worth four points is certain
acter, note that after the advantages and example, if the agent has two points of to bring catastrophe when revealed,
disadvantages come rule suggestions and kleptomania, the compulsion to steal, he dooming not only the agent but everyone
guidelines for doing just that. must make a -20 WIL roll to keep from around him as well. (Player characters
trying to swipe objects, regardless of their should rarely have a secret of this level!)
value, when nobody is looking. The details of four-point secrets usually
Advantages depend on campaign circumstances. Lets
Mute (3 points) say that theres a well-respected, filthy-
Combat Aptitude (3 or 6 points) The agent has lost the ability to speak or rich family with a nasty skeleton in the
This advantage makes the agent more of a produce any vocalizations. He cannot closet (certain family members cheated on
fighting machine, as he takes advantage of a communicate with others except through taxes and defrauded an organized crime
natural affinity for certain forms of fighting. writing or sign language. This disadvan- syndicate to build the fortune), and bring-
For three points, the agent may choose one tage prevents him from using verbal skills ing the secret out into the open will utter-
of the three combat skill categories (ranged such as Mimicry and Ventriloquism. ly destroy the familys name and holdings,
weapons, close-combat, or hand-to-hand as well as endanger all who belong to the
combat fighting styles) and add 10 to die Physical Handicap (3 or 6 points) clan. It is sensible here to give every such
rolls for skills in that category. For six points, One of the agents limbs is permanently family member the four-point secret.
he adds 20 to those rolls. disabled, given three points. The player If a secret is made public or no longer
must roll ½ DEX or MOV for any action in has any significance, the Admin might
Driving Ability (1,2, or 3 points) which manual coordination is vital, such require the player to take another disad-
Characters with this advantage pick up as tying a rope, dodging, juggling, diving vantage of equal or greater value (one
driving skills more easily than those with- for cover, running uphill, etc. likely possibility is Traumatic Flashbacks to
out it. For each point purchased, an agent For six points, the disability extends to the time of the secrets revelation).
receives + 10 to his skill check. both arms or both legs. The agent cannot
perform any manual action at a11 with Unthinking Loyalty (2 points)
Internal Clock (2 points) impaired arms, and any movement with The agent is so fanatically devoted to an
With Internal Clock, an agent can almost crippled legs other than a slow crawl is organization that he will carry out all the
always tell what time it is. Like Internal impossible without a wheelchair or agencys commands and requests faith-
Compass, no roll is required if he has clues crutches. fully. Anytime he wishes to disobey an
(the sun, moon, stars, etc.); otherwise, he This disadvantage loses half its point order, he must make a WIL roll, failure
needs an INT check to gauge the time. value (rounded up) if the character sup- meaning that he will do exactly what hes
Changes of time zone or unconsciousness plants damaged appendages with function- told to do. He can never betray the institu-
will rattle an agents mental clock until the ing artificial replacements, as prosthetics tion to which he owes his loyalty as long
agent learns the new time. are always less effective than the original as he has this weakness.
equipment.
Piloting Ability (2 points)
The agent is naturally proficient with Poverty (2, 3, or 4 points) New abilities
aircraft, and learning to pilot a new craft This is the opposite of the Wealth advan- Since the rule book made no mention of
is rarely a problem. This advantage allows tage, a reversal of fortune that leaves the how one can acquire new advantages or
the player to add + 10 per level to his agent at the bottom of the economic lad- dump old disadvantages, players are pre-
agents skill-check rolls after buying zero der. He never has much money in his sumably stuck forever with the ones they
levels of piloting skills normally. pocket because all of his income is either picked for their agents, Not only are char-
wasted on hedonistic pursuits or goes acters deprived of any chance to develop
Survivalist (3 or 6 points) directly to paying off debts. Everything he new talents or overcome weaknesses, but
This is the perfect advantage for out- owns is mediocre at best. The varying there is actually little in reality to deter
doorsmen. Three points allows a character degrees of poverty are displayed in the people from improving themselves.
DRAGON 91
Another significant criterion to look for
when changing advantages and disadvan-
Poverty Table tages is consistency with both the charac-
ter and campaign continuity. In other
Family words, how the characters got his advan-
Points status Holdings Allowance tage or lost his disadvantage must make
2 struggling old used car 500 sense, and the change must fit into the
3 poor housing project 250 games story line. Usually, the players will
4 destitute personal articles 100 provide explanations themselves, which
can range from mundane (self-taught,
Theres no reason why Agent Smith cant the two-point level will cost 2 F&F points, professional counseling) to dramatic (win-
train himself to use his off-hand. He could and cutting a serious four-point Trau- ning the lottery, death of a relative). Some-
also gain enough confidence over the matic Flashback down to a mild two- times the changes are necessitated or
years to have Presence. And what if he pointer will require 4 F&F. (These values influenced by game results (scarred in
finally erases Mr. Big, his Enemy, for can be adjusted to fit the campaign.) combat, hypnotic suggestions).
good? As always, all changes are subject to the In many cases, the requests for advan-
Just how does one acquire new advan- Admins approval, and the Admin should tage or disadvantage changes can inspire
tages or get rid of pesky weaknesses? bar any addition or deletion unbefitting game scenarios. With a dab of imagination,
Other games with similar rules on advan- the characters concept. To illustrate the for example, the Admin can devise an
tages and disadvantages permit changes point, lets borrow the title character of adventure to specifically force a character
like these by expenditure of experience the TV series McGyver. Good old Mac to confront-and ultimately conquer-a
points. We can thus use the TOP SECRET/ relies on ingenuity rather than .45 slugs personal phobia. To accommodate his wish
S.I. games equivalent: Fame & Fortune because he has a hangup about using of obtaining the Wealth advantage, how
points. guns. He is, in fact, a man whos willing to about sending the character on a Caribbe-
I suggest Admins charge Fame & For- find a less lethal solution to problems an undersea treasure hunt or throwing
tune points equal to double the advantages thanks to his Moral Qualm. While doubt- him into a huge inheritance case against
and disadvantages costs: 2 F&F points to lessly a disadvantage in game terms, that unscrupulous lawyers and relatives? A
add a one-point advantage or neutralize a very reluctance is also the principal moti- little creativity plus the willingness to
one-point disadvantage, 4 F&F for a two- vation behind that characters nonviolent explore possibilities are everything an
pointer, and so on. Its also possible to raise theme. Without it, the concept is shot, as Administrator needs to transform players
or decrease the benefit or severity level of the character is no longer kept from using desires into original, exciting adventures.
advantages and disadvantages by paying firearms and exerting the violence that Oh-and a little time off from all the
twice the level differential in F&F; e.g., comes with shooting, and we end up with suggestions for neat, new advantages and
upgrading a one-point Athletic Ability to another gun-toting action-adventure hero. disadvantages would help, too.
92 MAY 1992
DRAGON
MARVEL
Team changes
Alpha Flight: Alpha Flight has gone
through a number of membership and
cosmetic changes in the past year. The
entire membership of Alpha now wears
uniforms for a more unified look. Of
course, losing their luggage on their most
recent jaunt to the United States saw
Canadas heroes donning the colors of
X-Factor.
The group has been restructured to
better operate with the new Department
H and its Canadian government contacts.
Windshear is the Chief Administrator of
Alpha, dealing with day-to-day operations.
He and Puck are backup members of
Core Alpha, the front-line combat team
of Guardian, Aurora, Northstar, Sasquatch,
and Weapon Omega. Box and Diamond Lil
are now married and have retired from
Alpha. Shaman is still operating as an
instructor for Beta Flight, and Talisman is
still recuperating from injuries sustained
while fighting the Master.
Avengers: The Avengers have had
another rough year. Membership instabili-
ty and bouts of interpersonal conflicts
could soon have divisive effects on the
performance of the Earths premier fight-
ing team. Many of the East Coast Primary
Team have been noticeably absent from
the Avengers rank and file for months, so
Color by Steve Sullivan
DRAGON 95
many of the Reservists have seen action join together as a team for the purpose of from his intended meal.
with the team. Current primary members battling certain impending evils surround-
are still led by Captain America and in- ing Earth. They were recently joined by Deaths-Villains:
clude the Black Knight, the Black Widow, Cerise and Kylun, but the final battle Legion: The son of Charles Xavier and
Crystal, Hercules, Thor, and the Vision. against the sorcerer Necrom and the Gabrielle Haller died due to manipulations
The Reservists now include Captain power of the Anti-Phoenix still looks grim. by the Shadow King. The multiple person-
Marvel, the Falcon, Quasar, Sersi, She- Cerises power is Energy Solidification, alities of David Haller had fallen under the
Hulk, and Spider-Man. Iwo probationary Manipulation, and Generation at Amazing control of the Shadow King, and his body
Avengers, Rage and the Sandman, have levels (for another hero with similar acted as the Kings corporeal host on this
since left the group. Rage was relieved of powers, look at Quasar). Kyluns power is plane. When the X-Men disrupted the
his Avengers status due to his age (14- minor-Sound Duplication of Incredible Shadow Kings power, the backlash from
year-old super heroes arent eligible for ability-compared to his Incredible Fight- the Kings death on the Astral Plane simul-
Avengers membership). The Sandman ing ability and swordsmanship; Weapons taneously wiped out Davids mind, causing
resigned his Avengers status due to a Mastery gives him a + 2CS with his two his death. Probability of survival: nil.
mixup in communications with Captain swords, with which he can disrupt up to Magneto and his Acolytes: The mutant
America over stopping a weapons- Incredible magical energy. Master of Magnetism and his latest mutant
smuggling operations. He is now a full- Guardians of the Galaxy: The Guard- followers were allegedly killed in the
time member of Silver Sables Wild Pack. ians have now split into two teams. One is destruction of Asteroid M by an orbital
The Avengers West Coast team has been based on Earth and is led by Major Victory Soviet laser. Probability of survival: high,
a bit more stable after some tumultuous (see the entry Astro, Major Vance); its due to Magnetos ability to manipulate
years. Soon after the raising of Demonica, members include Charlie, Nikki, Yondu, energy and matter with his powers.
Tigra, the Wasp, and Dr. Pym resigned and the newest member, Talon. They have Pierce, Donald: Donald Pierce and his
from the Avengers, and Spider-Woman, focused their attentions on dismantling the cyborg assassins, collectively known as the
Living Lightning, and USAgent were organization of the Punishers, a group of Reavers, were massacred by a number of
named as their replacements. The West Earth natives basing their dress and ethics Sentinels under the control of Fitzroy.
Coast reserves now stand as Dr. Pym, on the 20th-century vigilante called the Fitzroy used his assassination of Pierce as
Mockingbird, Tigra, and the Wasp. The Punisher. This group was secretly under his membership initiation into the Up-
chairmanship was also officially placed in the control of the Brotherhood of the starts. Probability of survival: nil.
Iron Mans hands, much to the chagrin of Badoon, and the Guardians are working to Shadow King: Long thought dead after
the former chairman, Hawkeye. disrupt both Punisher and Badoon influ- his defeat as Amahl Farouk by Charles
Operation: Galactic Storm has unified ences on Earth. Xavier, the Shadow King returned through
the Avengers into various teams for the Martinex and Mainframe (the worldwide the Astral Plane and possessed a number
express purpose of protecting the Earth computer net that was once the Vision) of hosts before finally being defeated by
and its sun from the excesses of the war- are starting a new galactic-based team, the combined efforts of the X-Men and X-
ring Kree and Shiar empires. The teams with a wider range of responsibilities than Factor. Once his connections to the Earthly
were assembled on the basis of their expe- the Guardians. This organization might be plane were severed, the Shadow King was
rience in space, technical know-how, and based around the 20th-century Avengers destroyed on the Astral Plane by Xavier
power levels. Their missions are to act as Bylaws. Hinted members include Replica and his students, and his consciousness
envoys to the respective interstellar em- and Firelord, but Martinex should have his was dispersed. Probability of survival:
pires and as protectors of Earth. The Galactic Guardians up and running soon. questionable, since he survived an end
teams are as follows: such as this 20 years ago.
Earth Force: Dr. Pym, Wasp, Falcon, She- Character changes
Hulk, Mockingbird, USAgent, Gilgamesh, As always, keep in mind a number of Resurrected-Heroes
Spider-Woman. factors when reading the information Iron Fist: Daniel Rand is back from the
Kree envoys: Captain America, Iron herein. When anyone is reported dead or dead after long months as a prisoner of
Man, Goliath (Hawkeye), Hercules, Black alive, we are simply stating the facts as the Hylthri of Kun Lun. The Iron Fist
Knight, Sersi, Crystal. they are reported to us. When we suggest that died was actually a Hylthri doppel-
Shi’ar envoys: Captain Marvel, Scarlet probabilities for survival, we are simply ganger made to replace the hero and act
Witch, Vision, Wonder Man, Starfox, Thor, judging some of the events with our prior as an agent for the plant creatures inva-
Living Lightning. knowledge of characters and history. sion of Earth. Danny is now recuperating
Of the remaining Avengers, the Black Remember the ultimate rule of fictional from his long captivity; all the meditation
Widow seems to be staying on hand at the death: If theres no body to discover, and energy of the Iron Fist has apparently
New York HQ to coordinate efforts with theres no guaranteed death. (Its not a cured him of his cancer.
the Earth Force and Quasar, whose duty it hard-and-fast rule, but it does seem to Rasputin, Colonel Mikhail: His death
is to guard the stargates near the Sun. The hold true for many Marvel mutants!) actually a cover-up by the Soviet powers
entire scope and effect of this campaign of the time, Mikhail did not perish in a
are uncertain, but its sure to be one of the Deaths-Heroes: spacecraft accident as was believed for
most exciting Avengers epics in years! Vindicator: The former leader of Alpha years. He was instead sent through a black
Brotherhood of Evil Mutants: The Flight, James MacDonald Hudsons recent hole on Sakhalin Island as part of a Soviet
third incarnation of this mutant terrorist return from the dead lasted less than a exploratory team; he is the only survivor.
group has been formed by the Toad, and it year. While half of Alpha Flight and the He recently returned to Earth with the X-
includes Pyro, the Blob, Sauron, and Phan- Avengers fought an alien invasion coordi- Men and his little brother, Colossus, and is
tazia. It is also allied with Masque and his nated by the Consortium, Vindicator and recovering at the X-Mens mansion.
Morlocks, who are bent on revenge on the rest of the team were pressed into Swordsman: The erstwhile villain-cum-
Feral for abandoning her fellow Morlocks. saving the Quirrln and Ganymede from Avenger appears to have returned from
Excalihur: Finally, Britains team of Galactus and his herald, Nova. Vindicator beyond the grave. Little is known at this
superhumans has come to the battle that it managed to fight off the Quirrlns control time for certain, other than he is wracked
was created for! It was recently revealed of his mechanical side and consciously with great pain and knows everything the
that Roma was manipulating Captain Brit- saved all his teammates and Ganymede by original Swordsman would know. Cloning
ain and the other members of Excalibur to sacrificing his life to force Galactus away has been ruled out, since all of the
96 MAY 1992
Swordsmans skills were learned traits and Guardians contingent. His suit, styled after him. He cannot walk without elaborate
cannot be duplicated by cellular recon- Captain Americas, is of adamantium prosthetics on his legs. His eyes and ears,
struction. The only facts known for cer- weave and provides him with Monstrous while as sensitive as an owls, need pros-
tain are that he is accompanied by a protection from physical and energy at- thetics to focus them as well. His body has
woman known as Magdalene (who ap- tacks; mental and magical attacks still now adapted more fully to flying, adding
pears to have great affection for him) and affect him normally. He still wields Captain additional air sacs to his lungs and hollow-
is secretly backed by a mysterious and Americas shield. ing his bones, and his neck even has addi-
powerful man named Proctor. Aurora: Due to psychological torture by tional vertebrae to allow him to turn his
the villain Headlok, Aurora has returned to neck nearly 360° around. However, this
Resurrected-Villains her original state of having two very strong transformation drove him mad, and he
Mystique: Mystiques death at the hands personalities: Jeanne-Marie Beaubier, the killed dozens of people trying to usurp the
of Val Cooper many months ago was stern, pious, and proper schoolteacher; and leadership of the underworld. His mad-
staged to sidetrack the Shadow King. Aurora, the devil-may-care, hedonistic, and ness nearly cost him his own life as well
Mystique defeated Cooper, placed her irresponsible super heroine. Despite her until he was saved by Daredevil. The Owl
under Nick Furys protection, and had former distaste for Auroras place in Alpha is undergoing psychiatric treatment.
herself hypnotized into believing that she Flight, it was Jeanne-Marie who returned to Power Pack: Power Pack is now re-
was Val. With the assault on Muir Island, the fold and offered her (their) services in united and back on Earth, and their
Mystique revealed her presence and killed Core Alpha. powers have been exchanged for perhaps
one of the Shadow Kings host bodies, Black Knight: The Black Knight has a final time, returning to their original
temporarily disrupting his plans. Mystique created an energy sword that should be state. Katie has her energy powers, Jack
is now a free agent after the dissolution of safer both for his opponents and himself, controls his density, Alex manipulates
Freedom Force; she has not, however, considering the curse on his original Ebo- gravity, and Julie has her flight powers
returned to her former life of crime. Per- ny Blade. The sword can slice through again. Alexs transformation into a Kymel-
haps by next year, she will no longer be Remarkable or lesser materials, and it only lian was a hoax; this was a simulacrum
considered a villain. stuns the nervous systems of living beings created by the Snarks, and Alex was their
Silvermane: The cybernetic crimelord, (roll on the Stun column versus Incredible prisoner for that time.
Silvio Manfredi (a.k.a. Silvermane), is still Intensity Stun effect). Rhino: The Rhinos old suit was finally
alive despite apparent stoppage of his life- Dreadface: Encountered on a South Seas removed from his skin, and he now has a
support machinery by the vigilantes Cloak island by the Thing and the Human Torch, new suit supplied by Justin Hammer. It
and Dagger. His recent battle with Spider- this alien stowaway on their crashed closely resembles his original suit, but has
Man left him weak, but he escaped. It is spaceship exhibited many of the character- such modifications as a clear plastic shield
assumed that he and many other crime- istics of the alien costume now bonded over his eyes that disintegrates Spider-
lords are planning his rise to power to with Edward Brock, a.k.a. Venom. If this Mans webbing.
take over the Kingpins vacant overlord- alien is connected to the Venom alien, Speedfreek: Speedfreek is an assassin-
ship of New Yorks underworld. there is a high probability that it wasnt for-hire currently working for an L.A.
Terrax: Although reduced to little more destroyed by an explosion on the island. It crimelord by the name of Lang. Speed-
than topsoil after his encounter with the had previously possessed various animals freek attacked an AIDS clinic benefit,
New Warriors, the irradiated and cosmi- and both the Human Torch and the Thing. nearly killing Jim Wilson and injuring Rick
cally powered rock that composed Terrax Regardless of any connections to Venom, it Jones before being stopped by the Hulk.
was reconstituted and melded with the would be safest to avoid this island. Much of his power seems to be in his
body of Harmon Furmintz, the CEO of Her: Her has returned to Earth. After battlesuit, though his sheer tenacity, fero-
Genetech. Harmon, having failed to qualify causing much havoc in Ottawa resisting the ciousness, and manic behavior seem to be
for Project Rebirth (which spawned Cap- Consortium with Alpha Flight and the products of his addiction to the drug Snap.
tain America), sought to become the super Avengers, she sought out a perfect mate He moves at Shift X land speed due to his
hero hed always wanted to be; unfortu- among the male superhumans of Earth. Her boot jets and has a limited flight speed of
nately, the merging of Terraxs energy plans were thwarted by Quasar, though she Good rank. His battlesuit also provides him
with his body apparently erased Fur- still is quite attracted to the Earth-born with Remarkable Body Armor, Remarkable
mintzs mind, leaving only Terrax the Protector of the Universe and has been seen strength and damage blades, and a rocket-
Terrible. With a little help from the in his company quite often in the past propelled Adamantium barb (Monstrous
Fantastic Four, the New Warriors managed weeks. She has also adopted a variation of a Edged Attacks damage) with a two-area
to contain Terrax until the Silver Surfer costume that Adam Warlock wore just be- range. Currently, Speedfreek and Lang are
could remove him from Earth. Terrax now fore his death at the hands of Thanos. both in an L.A. jail awaiting trial for the
resides on an uninhabited planet many Mandroids: The latest model of Man- attempted murders at the clinic.
light years from Earth; he is trapped there droid armor in use by U.S. Government Vulture: Adrian Toomes is dying of can-
since his flight power is now gone. forces (including SHIELD and various U.S. cer, which he contracted from his electro-
allies) is a 15-tall suit of armor with Body magnetic flying harness. Before he goes,
Miscellaneous changes Armor, enhanced Strength, and Force he wants to balance the scales with those
Astro, Major Vance: Vance Astro, the Blasts all at Amazing rank or intensity. The he dealt with in life. He has made numer-
1000-year-old astronaut and Guardian of new Mandroids were first seen in action ous unsuccessful attempts to gain May
the Galaxy, had a degenerative skin condi- in Trans-Sabal against the Hulk and the Parkers forgiveness for his part in the
tion that left him trapped in a reinforced Pantheon. death of Nathan Lubensky. A number of
suit for the past few years. Now, thanks to Marvel Boy: Marvel Boy has been ar- his other underworld contacts and various
a number of spells and healing treatments rested and is currently being held in people connected to him have been killed.
from Krugarr and the Ancient One prison in his identity as Vance Astro. He is All he wants to do now is to kill Spider-
(Earths Sorcerer Supreme and his mentor, on trial for causing the death of his abu- Man before his own time runs out.
Stephen Strange, respectively) and the sive father with his telekinetic powers. The MARVEL-Phile’s Marvel characters and the distinctive
help of Hollywood (the 20th centurys Owl: For years, Leland Owlsley has been names and likenesses thereof are trademarks of Marvel
Wonder Man), Vance is out of the suit and ingesting a serum that allowed him to Entertainment Group, Inc and are used with permission
Copyright ©1992 Marvel Entertainment Group, Inc All Rights
has restyled his costume to become Major glide like an owl; the long-term effects of Reserved.
Victory, the leader of the Earth-bound this serum are now taking their toll on
DRAGON 97
If you have any questions on the games authors and artists who believe theyd be and the Militarists in Japan had exactly
produced by TSR, Inc., Sage Advice will famous if only the public could appreciate this view of the western democracies. By
answer them. In the United States and them, but thats putting the cart before the 1945, however, everybody understood just
Canada, write to: Sage Advice, DRAGON® horse. When an artist botches the job and how tough those democracies really were.
Magazine, PO. Box 111, Lake Geneva WI produces a piece of junk, its the artist The struggle between good and evil is
53147, U.S.A. In Europe, write to: Sage who has failed, not the viewer. what drives the AD&D game. It is possible
Advice, DRAGON Magazine, TSR Ltd., 120 I suppose a DM could assume that ab- for the PCs to be the bad guys; however,
Church End, Cherry Hinton, Cambridge stract art has made its appearance in the TSR products assume the PCs will be good
CB1 3LB, United Kingdom. We are no world. While it is true that only people for several reasons. First, the games basic
longer able to make personal replies; who understand the language of such art structure requires PCs to work together as
please send no SASEs with your questions can fully appreciate it, the artist still must a group; each character class has inherent
(SASEs are being returned with writers successfully apply his knowledge to create strengths and weaknesses that make them
guidelines for the magazine). a high-quality, aesthetically pleasing work. very well prepared to handle some situa-
This month, we continue our look at In this case, the viewer might indeed have tions but unprepared to handle other
some of the more unusual-and to make an ability check to understand the kinds of problems. The only way to over-
controversial-questions that our sage has work, but this does not free the artist come these gaps in capability is to work
received. from his obligation to do a good job in the with other characters who have different
first place. sets of skills. The staff at TSR knows from
experience that it is much easier-and a lot
The paragraph in the PHB that I am so disgusted with all the good more fun-to put together an effective
describes the Artistic Ability non- represented in the AD&D game. party of good and neutral characters than
weapon proficiency (page 57) says Why is there no place in any of the to try and hold together a group of evil
that the artistic character is natu- various worlds for evil characters? characters.
rally accomplished in various forms Even the RAVENLOFT setting A party of good characters will share a
of the arts. The description goes on doesnt really allow for evil player commitment to a common moral or ethical
to say that if the character fails a characters. The staff at TSR really precept. Evil characters, on the other
proficiency check, he has created needs to realize that the Demiplane hand, tend to be concerned with preserv-
something aesthetically unpleasing of Dread is not the kind of place ing themselves. This concept of self varies
or just plain bad. Being something where paladins and their moms with the characters actual alignment. The
of an artist myself, I can tell you that bring PCs glasses of cold milk and self could be an entity free to do exactly
beauty is in the eye of the beholder. plates of warm brownies! The what it wants regardless of the larger
I think characters viewing the work AD&D games melodramatic theme consequences (chaotic evil); it could be, an
should be the ones to make the pro- has made me sick one too many entity uniquely qualified to survive the
ficiency check to determine if they times. Can we look forward to a rigors of existence (neutral evil); or it
can perceive some value in it. After change soon? could be a part of a larger structure that
all, if the character has natural tal- TSRs products assume the PCs will be defines all existence (lawful evil). Nonethe-
ent, he would not waste time work- the good guys, so you are mostly correct less, each characters primary motivation
ing on something inferior. In the when you point out that there is no place is essentially selfish.
case of an architect or engineer, I in any of the published worlds for evil Consequently, the types of bonds that
can see checking to see if the crea- PCs. Youre almost correct, because any hold these groups together are vastly
tive character produced a work AD&D game world needs evil nonplayer different. Good guys depend on friend-
with flaws, but in the case of a characters to provide threat and conflict ship, trust, and altruism to keep them-
painter, sculptor, poet, or musician, for the PCs. Completely safe worlds are selves going. This helps keep campaigns
what is good or bad should be rela- pretty boring, as you cant have heroic going, too, since each players share in the
tive to the individual or group sam- player characters without suitably nasty groups successes. Since role-playing is a
pling the work. villains to oppose them. social activity, it helps when all the players
Youre putting too much emphasis on the I also assure you that nobody at TSR, and their characters are at least civil to
naturally accomplished phrase. The Inc. believes that paladins in the each other. Evil groups stay together main-
proficiency descriptions second sentence RAVENLOFT setting have time to serve ly through intimidation and deceit. This
explains what being natural accom- cookies and brownies. Theyre far too tends to destroy campaigns because play-
plished means: The character under- busy trying to keep the various lords from ers get tired of being fooled or bullied.
stands color, form, space, flow, tone, pitch, obliterating the innocent and snatching Success, if there is any at all, belongs only
and rhythm. While these are the funda- unsuspecting travelers off their home to the player who comes out on top in
mental building blocks of artistic expres- planes. each session.
sion, not every character understands Your simplistic view of good people as In the short term, both types of groups
them to the same extent, and not every superficial wimps is curiously similar to can get by; in the long term, good groups
character can consistently translate this the attitude most 20th-century megaloma- develop common goals and accomplish
knowledge into a successful work of art. niacs have shown to the world. In the great things together. Evil groups stay
Everywhere, there are marginally talented 1930s, the Fascists in Germany and Italy focused on the short-term goal of survival
DRAGON
and dont get anywhere. If you do manage evil alignments in the AD&D game are not care about. People who call TSR to settle
to reach a point of equilibrium where a rival clubs or gangs. Good people stick local rules disputes deserve what they get.
powerful evil PC can control the other together because they have a moral and Like everything else in a well-run cam-
PCs, youll find that the other players ethical inclination to do so. Evil characters paign, the DM and players can hurt the
quickly will lose interestnobody likes to dont hang together. Unlike good charac- game by applying the rules too loosely or
play the fool or the doormat for long. Also, ters, they dont have a common point of too stringently. Campaigns that ignore the
players can keep their game feelings sepa- reference. They also dont have to observe rules quickly spin out of control; player
rated from their real feelings for only so proprieties or sacrifice their own desires characters get too much power or cant
long. Sooner or later, the hostilities that for the sake of goodness. They pay for get enough power. Either case makes
arise between evil characters are going to these privileges by losing the trust and adventuring a futile exercise. Likewise, the
arise between the players, and good-bye confidence of their companions and the DM and players cannot make intelligent
campaign. The only way I know to avoid ability to trust others. To an evil being, game decisions unless they have some idea
this when your PCs are evil is to structure everyone and everything is a potential of what the results of some particular
your games like skirmish war games, not enemy, even after a peaceable meeting. action will be. The rules are there as a tool
heroic quests. This is fine if skirmish war Since good characters tend to promote for channeling the action in a creative and
games are what you want to play. You healthy, long-running campaigns, and evil entertaining direction. On the other hand,
certainly could play a long-term campaign characters tend to break up gaming the rules are supposed to promote play,
in the RAVENLOFT setting where each evil groups, you can expect TSRs products to not restrict it; a role-playing game is sup-
PC controls his own domain. Again, this continue casting the good guys at center posed to be a heroic adventure, not an
type game of will become a long-term stage. If you decide to ignore all of the exercise in legal argument.
political and military campaign, not a role- foregoing and try evil PCs, I wish you luck. Generally speaking, any rule is fine so
playing campaign. At worst, youll give up the game in dis- long as it does not impede or disrupt play.
In a role-playing campaign, good guys gust. At best, youll learn a little bit about When someone points out a different way
tend to make a lot more interesting char- what makes the game tick. Either way, of looking at the rules, the group ought to
acters than bad guys. Bad guys dont strug- youll get an education. consider the following: Will doing things
gle with the larger issues, and they remain this way bring the game to a grinding halt?
unconcerned with the ethical implications The first sentence in the Concor- Does this new way of reading the rules
of what theyre doing. As a result, the dance of Arcane Space in the grant a PC or monster a world-beating
player has less to think about and just SPELLJAMMER boxed set says, way to use a spell or bit of equipment? Is
plain less to do if he has an evil character. Everything you know about space this particular choice of skills and equip-
Bad guys dont last as long as good guys. is wrong. Does this mean that char- ment obviously superior to all other com-
When the party gets lost in the wilderness acters can shout from ship to ship binations of powers available in the game?
and food runs out, a good party pools its and still be heard if the ships air Will this new rule place a PC or monster
resources and tries to figure out how to envelopes arent overlapping? Does in the kind of ridiculous position that only
feed everybody; a group of starving bad this also mean that a ship moving at a complete fool would get into? If the
guys eventually begins stealing each oth- maximum speed in wildspace will answer to any of these questions is yes,
ers food or even goes to work deciding stop immediately if the helmsman consider another interpretation of the
how best to eat each other. The party leaves the helm, inertia not with- rules, at least until the current adventure
infighting that arises among evil charac- standing? is over.
ters also increase the PC mortality rate. Obviously, not everything you know
Not only will evil characters occasionally about space is wrong. Sound does not
kill each other, but they often will allow carry though the void, and inertia, of a
their comrades to die unnecessarily. Such sort, still applies to spelljammers. Gener-
losses impair the groups ability to with- ally, if a helmsman vacates his post or
stand further adversity. Of course, an evil becomes disabled, the spelljammers SR Letters
character can disingenuously choose to falls to zero. Such a ship cannot change Continued from page 5
use others to help him survive; however, direction or speed and will continue to
this parasitic approach doesnt work in a move in a straight line until either it is On another note, when is the next Monstrous
role-playing campaign. If the character brought under control or it encounters a Compendium binder coming out? It should have
doesnt succumb to greed and turn preda- gravity well. Check out the Power come out in volume 7 and maybe 11, but nei-
tory, the PCs hes taking advantage of Sources section of the Concordance of ther of these appendices have additional
binders. I currently have to put my Outer
eventually will notice whats really hap- Arcane Space (pages 33-39, especially page
Planes appendix in a normal binder because my
pening. In real life, people trapped in an 35) and the sections in Chapter 4 on move- two Monstrous Compendium binders are full.
evil persons orbit might not be able to ment (especially pages 55 and 60) for Perhaps special versions of existing volumes (7
break free, but players in a game always details. and 11) could include one?
can just quit (and they often do). Beng Tan
An AD&D campaign with good PCs During an argument about the Thornlie, Australia
doesnt have to be melodramatic. Charac- rules, one of my friends said she
ters, at least occasionally, should have to called TSR, Inc. and was told both Module designers who want to submit their
labor long and hard to conclude an adven- adventures for publication in DUNGEON Adven-
that the rules shouldnt be followed
tures should send a self-addressed, stamped
ture. Along the way, they can face a few if they impede play and that you envelope with a note asking for our module
thorny ethical problems and be forced to never should listen to a rules law- guidelines to: Guidelines, DUNGEON Adven-
choose between unpleasant alternatives. If yer. Is this true? tures, P.O. Box 111, Lake Geneva WI 53147. You
the action in your games is sappy, its Im not surprised that one of my col- may include a brief description of the sort of
because theres not enough creative en- leagues gave that kind of answer to your module you would like to submit; do not send in
ergy going into the storytelling, not be- friend over the phone. Too many players your module without reading the guidelines,
cause the PCs are good. Be very careful and DMs spend their time and energy however
when considering evil PCs. Many DMs, worrying about getting the rules right I’m having some trouble fitting all my mon-
especially younger ones, dont have a clear and not nearly enough time on telling an sters into the two binders on my desk at work,
and I’ve succeeded only because I discarded all
idea of what evil is and what being evil entertaining story, presenting and re- of the pretty insert art that came with them. At
costs. Evil, by definition, is that which sponding to intellectual challenges, and this time, no further binders are planned.
causes ruin, injury, or pain. The good and creating believable characters that players
™
ROBOTECH
Videocassettes & Role-Playing Games
Robotech™: The New Generation Videocassette Series Volume Five: Presents episodes 49: A new Recruit. 50: Triumvirate, and
™ 51: Clone Chamber. It is decided to induct Zor into the army of the Southern
Robotech the New Generation is the story of the Invid’s Invasion of Earth Cross. A full scale assault is launched against the Masters. Zor, Dana and
and the valiant struggle of the famous freedom fighters, Scott Bernard, Lancer, Bowie get closer to the secret of the Robotech™Masters and protoculture.
Rook, Rand, Lunk and Annie. Mecha include the REF Alpha, Beta, Cyclone, Plus epic space battles! Available late March, 1992.
and others. There are eight cassettes in the series. Volumes 1-7 each contain Volume Six: Contains episodes 52: Love Song, 53: The Hunters and, 54:
three (3) original episodes, uncut and unedited. Suggested retail price: $29.95 Mind Game. Louie Nichols creates the Pupil Pistol, Dana is involved in more
per each three episode volume. intrigue, while the savage space battle continues, with exciting fight sequences
Robotech™ : The New Generation volume eight contains the final four (4) featuring the Veritech Copter. Available late April, 1992.
episodes and the conclusion of the original Robotech™ TV series. The final Volume Seven: Presents episodes 55: Dana in Wonderland, 56: Crisis
episodes end with the arrival of the REF fleet and the spectacular battle at Point, and 57: Day Dreamer. The battle continues to escalate, with terrible
Rejlex Point. Rare! consequences. Zor seems to be going mad, Dana is becoming more rebellious,
Suggested retail price is $39.95 for volume eight only. Available at comic Bowie finds love and the mystery continues. Available late May, 1992.
shops and hobby stores everywhere or directly from Palladium for $34.95 plus Volume Eight: The Conclusion of the Southern Cross series! This is it,
$5.00 for postage and handling (total: $39.95). Volumes 1-7 are available the final showdown with the Robotech™ Masters, the decimation of Earth,
from Palladium for $24.95 plus $5.00 for postage and handling (total: $29.95). death and sacrifice, hard decisions and a terrible glimpse of the things to come.
—Mailed first class in protective bubble envelope. Includes episodes 58: Final Nightmare, 59: The Invid Connection, and 60:
Catastrophe. Available June or July 1992!
Robotech™: Southern Cross Videocassette Series
Approximate running time: 66 minutes for each volume.
The 24 episodes of Robotech™: Southern Cross are being released on eight VHS! Sorry no Beta. Sorry no laser video-discs.
videocassettes, three episodes per cassette. Volumes One, Two and Three are
available NOW! The remaining videocassettes will be released monthly until
the series is complete. Robotech™RPG Books!
Just like the Robotech™: New Generation series, each videocassette will Palladium Books® publishes comprehensive role-playing RPG books about
contain three (3) complete, unedited, episodes. Each box will contain new Robotech™ .
artwork and each tape will be of high quality. Robotech™: Book One: Macross. This is the basic role-playing game that
Southern Cross takes place 20 years after Macross and opens with the recounts the Robotech™ Defense Force’s valiant efforts to protect the Earth
invasion of the Robotech™ Masters! The RDF and REF have gone off on a from the Zentraedi invaders. RDF mecha, Macross characters, and the SDF-1.
long space journey. Earth’s defenses are left in the hands of the valiant but $11.95 plus $1.50 for postage.
inexperienced Armies of the Southern Cross. The army rises to meet the Robotech ™ : Book Two: The RDF Manual. A source book with more
challenge of this new alien attacker and engages the insidious Robotech™ data on the RDF and the world. Includes the floor plans of the Daedalus and
Masters in a life and death struggle. Prometheus. $7.95 plus $1.00 for postage and handling.
The most notable characters include Dana Sterling (Max & Miriya Sterling’s Robotech™ : Book Three: Zentraedi. A source book with more information
daughter), Bowie Grant, Louie Nichols, Nova Satori, General Rolf Emer- about the giant Zentraedi. Includes the floor plans of the alien spaceships.
son, and the enigmatic Zor Prime (a clone of the original Zor!). Mecha $7.95 plus $1.00 for postage and handling.
includes the Veritech Hover Tank, Veritech Copter, Veritech Logan, and Robotech ™ : Book Four: Southern Cross. A giant 112 page source book
Bioroids, as well as other war vehicles, jets, spaceships and battloids! Lots with all the mecha and armies of the Southern Cross, as well as additional
of great fight sequences in space and on the ground! weapons, vehicles, bioroids and the Robotech™ Masters! $11.95 plus $1.50
Each volume contains three episodes and sells for a suggested retail price for postage and handling.
of $29.95 or can be purchased through the mail directly from Palladium for Robotech ™ : Book Five: Invid Invasion! This is another big 112 page
$24.95 plus $5.00 for postage and handling (total: $29.95). Mailed first class source book with the famous and fabulous mecha of the cyclones, Alpha
in protective bubble envelope. fighters, and Beta Fighters, not to mention a variety of weapons and the
Volume One, Volume Two, and Volume Three. Available now! insidious Invid. Of course, this is the book that ties directly into the Robotech™ :
The New Generation series of videocassettes. $11.95 plus $1.50 for postage
Volume Four: Episodes 46: Star Dust, 47: Outsiders, 48: Dejavu. Dana and handling.
continues to exhibit a bit of empathy and psychic hunches and can not shake
Additional adventure/source books for Robotech™ and other RPGs are
certain feelings about the captive bioroid pilot (Zor). Available late February,
also available. Send 50 cents for complete catalog.
1992.
Copyright © 1992 Kevin Siembieda
® ®
Palladium Books and Megaverse are registered trademarks owned by Kevin Siembieda. Palladium Books® Inc. 5926 Lonyo Ave
Robotech™and Robotech™II: The Sentinels are trademarks owned and licensed by Harmony Gold
USA, Inc. Copyright 1985 and 1988 respectively. Dept. D Detroit, MI 48210
108 MAY 1992
DRAGON
110 MAY 1992
DRAGON
by beginners. Most areas will be glad to
give you room to run the games (especially
for historical games), and you will have a
chance to sell yourself and the hobby to
the public. These games often bring you
recognition and can build an opponent
pool to rival a small convention or game
fest. If you don't have enough figures to
wage a multiplayer war, talk to your
present gaming group to round up some
troops. If you dont succeed at first, dont
be disappointed. Frequently, people need
to see things done several times before
they will try it themselves. Make your
game visually exciting, and youll have
© better luck. You have little to lose and
1992 by Robert Bigelow
many new gaming friends to gain. If you
Photos & painting by Mike Bethke need help figuring out how to run a small
project like this, give me a call and Ill help
as much as I can.
Reviews
Thunderbolt Mountain
Miniatures
656 East McMillan
Cincinnati OH 45206
Thunderbolt Mountain
Miniatures
70 Harcourt Street
Newark, Nottingham
UNITED KINGDOM NG 241 R4
DRAGON 113
lions. Since he has not a single skull on
him, he could be used as an evil wizard.
Figure #3 is definitely a large-scale fig-
ure and stands 33-mm high. The figure is
dressed foppishly in folded-over high
boots, baggy pants, a long shirt with a
wide belt, and a coat with pockets and
baggy sleeves. He gestures with his right
hand while his left holds out a skull-
topped rod, a ring on one finger. His hat is
a low cone with another skull facing for-
ward. His skeletal sunken face seems to be
screaming in agony.
Figure #4 reminds me of a voodoo priest
wearing only a loincloth. Muscle detail on
the figure is generally good but is uneven
on the chest and stomach. A bracelet
adorns the right hand, which clutches a
staff with a crystal on top. The left hand
holds a skull. The chest is covered by
medallions and symbols of power. The
bald figures brow is knitted in concentra-
tion, and only a slight mold line is visible
on his head. His only weapon is an ornate
knife at his back, though there are con-
tainers around the knife. There was no
flash on this figure.
Figure #5 could be death warmed over.
The figures clothing is rotting and tat-
tered, stretched to the point of tearing.
The figure is crouched, and its skeletal
hand holds a staff supporting two heads,
each attached to the staff by the hair and
appearing to scream. The figures bony
face, with sunken eyes, stares out from
under the edge of its extended hood; its
sharp teeth are clearly visible.
Im not so sure that these should be
necromancers rather than actual undead.
Most of these figures apparently put too
much of their hearts into their work. This
pack has real possibilities in the bigger
scale, so it is highly recommended at $5.95
per pack.
Viking Forge
1727 Theresa Lane
Powhatan VA 23139
Alternative Armies
6 Parkway Ct.
Glaisdale Parkway, Nottingham
UNITED KINGDOM NG8 4GN
(Available in the U.S. through Armory
Distributors)